My God For some people here understand This tutorial is to use the periscope in search of the target. The use of the map is important, but this is not the case here .. Thanks TMTC
Just got the game and fell for it right away! Great explaining! Looking forward to trying this! You earned yourself a sub mate and looking forward to seeing more of your videos
I fucking love you. I'm ignoring all the salty Kriegsmarine comments nerding out over whats called what, we'll just fuckn eyeball it and and put the thingy in the thing eh. Poor ship blew up and sank all the same! haha good friggn shot buddy! Thank you for sharing.
It seems torpedo #1 missed because it moved faster than the 30 km/h setting. Which a type-1 G7a could compared to a type-2 G7e. As evidenced by the first torpedo being well ahead when the slower type-2 hit. I don't get it why the devs thought it was necessary to confuse km/h and knots this way. But this was not the cause. As both torpedoes should have failed then.
7km/h aren´t 7 knots... it´s closer to 4kn in fact, so your 5 weren´t as far off ;) I like these games...on the ocean, everything is going slow, takes time and patience... nice contrast to stuff like Battlefield etc... :)
The speed is correctly measured: 134.6 meters length in about 70 seconds is 1.9 meters per second. Which is 6.9 km/h (m/s times 3.6) , and also 3.7 nm/h (knots)
@@RSProduxx You are correct. I should have said the game calculates it correctly to km/h. The game using 30 km/h for torpedo speed (realistic speed of a type-2 torpedo was 30 kts), and showing target speed in km/h instead of kts (like in real-life U-boat), is what started me questioning what is correct.
@@Valenorious I see... well, luckily you can switch the measures in options as far as i know, if needed... But to be fair, i don´t care which numbers the game uses, as long as i hit my target :D
With study meter you need to put the cross hair on the waterline. If you identified correctly. If you are below or above like in the vid then the distance will be off if that's is off then the speed will be off.. If you do this correctly you can hit from far greater distance
@@tmtcschannel that is true. One more tip though. If the target is stationary you dont have to get the angle to bow or even distance only direction or barring
There is something I dont quite get: the 3 different types of torpedoes have different speed so how can it calculate the course to target if it doesn know which type of torpedo we are firing? Does it average or is it calibrated for one type or does the game cheats over this to make it less complicated?
@@tmtcschannel Also I dont understand this: once you have all your calculation, when do you fire in relation to where is the target in the periscope? It seems it doesnt matter where the boat is heading as long as you have all the values set, but I mean even if if the torpedoes steers themself for a short while after being fired, it should matter where you are facing when firing, does it not? Must you fire when the target is at bearing 350/0 or it doesnt matter as long as you have the targeting values set? Hope my english is all right, I'm french, I actually live near the Uboat base that was used in "Das boot", which is still there with its massive walls full of impacts (Saint Nazaire)!
@@tmtcschannel We were wrong the speed of torpedo is set in the torpedo's menu, to 30 knt. Maybe we can change it for the T1 torpedoes that are supposed to be possibly faster in a future update or with a certan modification. idk... ;)
Ok knowing that we have manual TDC this game suddenly become interesting to buy. However I didn't saw a option to use impact or magnetic fuse and the torpedo depth. Other thing. I saw you have the tools to draw in the map . So I would like to ask you if is possible to draw in the map the target location. Wait 3:15 and draw again the target location. With this you know the exact target speed, course and angle of bow. Please try to do this.
Yeah I agree. So many of us played Silent Hunter series and this game looks nice in some ways but dumbed down and we miss manual plotting. Less exposed scope if you just pop it up for a quick ranging measurement and back down then wait for 3:15 minutes before second ranging. The timing method he used is simpler but scope is exposed so long. It was pointless using the stadimeter to get range in this vid because it was a zero gyro shot . All he needed was AOB and speed.... Took me many hours in silent hunter to realize that. Even Manual TDC is kind dumbed down . But at least it is not just asking the officer to make the firing solution and then fire. Now I am tempted to buy it.
@@rawnukles bro Ive checked lots of gameplay and reviews and I would reject this game. It looks boring, plain, shallow for experienced SH4 player like us. And seems to be not on simulation point since the game focus on having to manage stupid resourses things manually like a crew acitivity management (Yes, like the sims 4 in submarine) or click-to-do-this-onebyone RPG rather than a Submarine Captain making crucial decision and order the whole ship about what to do. This is imo and its up to you, no bother just saying. The game is not bad, it just gives no depth, no intense moment and no spectacular gameplay like what SH4 used to have, but focus on things that are just forcing you to follow. Will play this game when it has difficulty setting to set to more simulated, and ability to remove click-to-do-that resources management style. Its still a great game that bring back the subsim with an up to date graphics.
@@KiLLkInGLiOn Yeah I agree with you . I want to play it with SH4 plotting but even the ship icons are cartoonish and inappropriate for plotting. Oh well maybe in time it will be modded like Trigger maru ! We can only hope so.
KiLLkInGLiOn ei About the Sims 4 thing... Yes Thats True But it does add something more... it makes you have to take care of your crew. When you Get bombed in this game and dive, your crew will start panicking. This, I think, is a very interesting feature and also a realistic one. I never played SH games but I bought this one 2 days ago and I’ve enjoyed it Well so far. Spotting chimney smoke in the distance, start pre heating the torps and start diving to periscope dept... it just really gives me that feeling of: Good bye little brave convoy, the wolf has arrived to kill the sheep.
To estimate the AoB and the range with your naked eye can Safe you many many (important) seconds. And if your AoB guessing is on point, you only need to measure the speed because the accurate range is not so important. Thats how most experienced kaleus worked. Measuring the speed with the stop watch, guessing the AoB and the estimated range when shooting and there you go. As long as the speed and the AoB are correct, you will have good chances to hit
This is useful - Thanks, but not cover the preparation to set up your Uboat for the attack, for example the people to locations/ stations etc? The course is more like 100-110 degrees which may be why one torpedo missed?
Thanks for this video, I have played just about every sub simulation game since Silent Service for the Atari. I am curious if the 3:15 map distance/calculation will work in this game as it does in SH3. At least now I know how to calculate with the periscope.
Always wondered if the target bearing was in relation to your submarine or to the actual heading of the ship, north related. I can hit just fine with Type 1 or 2 torpedoes, but Type 3 always misses. Seems to be glitched. And they just changed (v127 Beta) the bearing wheel to something that is far closer to the historical one they used in Type VIIC's. Works the same, but it's a bit less intuitive. Though it states it's the bearing of your ship instead of where you're looking at which was what I think made me confused. Just it has "boat left" and "boat right" instead of Port and Starboard.
My question is, how do we know when exactly to fire. From what I'm seeing, we've made the calculations, but never adjust our aim or establish a firing window for the target to pass through. I'm probably missing something, so any insight would be greatly appreciated.
Interestingly enough, what you're doing in setting range, speed and trajectory is you're programming an analog computer on the uboat that sets the torpedo in a curved path towards the target. The computer sets the angles of the torpedo's gyroscope to make it go in a curve. In the game, they do a short turn soon after launch and then run straight. Either it's a placeholder and the devs will add the curve later or it's meant to be easier for the player to predict a hit. But yeah, except for that little bit, this is exactly how WWI era Uboat torpedoes worked. Germans even developed one that ran in a zig-zag pattern to increase the likelyhood of it hitting something else if it misses it's prmary target in a convoy.
it does have a damage model from what I understand and if you hit with a Torp it will sink over time or if the crew can fix it will list and limp away best it can
Do you just need to be in the general direction of your target? My guys never seem to aim where you'd think they would be to fire the torpedoes straight.
I will say I managed to take out a big freighter with this method, C3 I think it was, so it worked fine then thanks to your help in this video. I was heading towards it so that may be the answer to my question...
Yes. The torpedo does a curve to catch up to the target (that's realistic, BTW). So as long as you program the Torpedo Data Computer right, you have a good chance of hitting.
Thankyou for posting, good luck with your channel. Could you answer pls - Does the game pause whilst your working the stadimeter and restart upon clicking the stopwatch ? also were you at a full stop whilst timing the ship ?
how is the acuracy of the torpedoes,and is it duds in the game? comparison from silenthunter 3, where I could fire single torpedos on single ships manualy at 4/5 of torpedoes maximum range and 9/10 hit. where I thought was a bit too easy and not realistic.
ZeroWolfAlfa Its very easy to miss a torpedo due to the spread. Also, this man’s torpedoes were pre-heated (they were red in the firing menu). Preheating removes the possibility of a dud. When you Dont do this however, the change for a dud is... I estimate about 20%
Ok cool as an avid SH3' 4 and 5 (steel wolves) player I always wonder about uboat bc it feels very arcadey/automaticish because of the reliance on crew... i like manual targeting. I wish there was a mod that brought better tools into the game and made it more like the SH3 mods i like
@MiniNinja He aimed for the centre too, dude. The AI misses just like the player's calcs are not working 100% either, so, you have no idea where he hit the objects. A mere assumption of yours. As long as you haven't ask the devs or programmed the game yourself you know nothing on what the AI is _'aiming'_ for and if there's more _'flooding'_ when you hit it here or there. Because in fact there's no flooding at all, it's a computer program. A pretty bugged one as well. And what is not programmed is not in the game. So, don't compare games with reality. They're just as good as their programming is.
I had no idea this game was in Early Access for 5 years. It just officially came out a few days ago and it's fun but the learning curve is insane. If you want to make updated tutorials, the demand is off the charts because of how nothing is explained. There are several things I hope the developers change. 1. The torpedoes need to have bigger explosions. Right now they just start fires. I want to see pieces flying. 2. For some reason, maximum time compression is disabled anytime you're not in open water. I don't need the game telling me to be careful. If I want to speed up time, let me speed up time. It already takes hours in real life to do a mission. 3. Something needs to be done about fuel and the battery. Even when I'm careful, I'm usually at 1/2 fuel before I even get to the mission area. So I have to constantly dive and surface every 1km, which is tedious. Give me more ways to refuel or make fuel last longer (I'm already using helpers on the engine and running at dead slow). 4. All the weird minor things like having your people at the port standing off in the distance and making you individually select each piece of wreckage and then wait 30 seconds to bring it in. Other than that, this game is a blast. There's nothing quite like trying to evade a destroyer by hiding from depth charges at the bottom of the ocean and then popping up behind it and hitting it as it tries to turn. I feel like a major developer should put serious money into a sequel in the future. Keep the bones but improve everything else.
i love this game gonna buy it soon, but i think its graphic does not as good as the game of this age, hope the developer upgrade the graphic system soon
I love your vid but sorry to interrupt a bit. How you guess AOB of ship at 2:32 is totally not a practical way to do bro unless it is in emergency. AOB can be calculated easily using map drawer without any guessing at all -> you will miss a shot at >2km if you have more than 4-5 degrees error so this step is crucial. Try spending just 5 seconds watching this video at 0.47-0.52 ruclips.net/video/uG85lnyjI3w/видео.html To calculate practically, bring up the map -> draw a straight line of target movement -> use angle measurement to measure the AOB between the point of the target and your boat. -> there you get AOB. (its ez right ? try it bro)
KiLLkInGLiOn ei because the captain would leave the attack scope and then go to the map and draw this out right? Estimating the aob by eye was how it was actually done.
@Bryan Clark Don't know if you are trying to make fun or something but, by sense of basic fundamentals in logic, you should not guess a crucial data unless your logic is not older than 12. This game allows you to control the whole ship of 20 crews with one mouse either and one of them is a torpedo calculation operator. So what periscope operator do is actually giving the data to the calculation operator , meanwhile, the captain just stand there administrating the whole process... The captain is not the one at the attack scope or calculating the torpedo at all -> Now use your own logic to answer to what you are arguing about.
@@KiLLkInGLiOn I'm not making fun of you, but use your fundamentals of logic and tell me why they fired torpedo spreads if all of the derived values were so concrete? In real life the captains position on a u-boat during an attack was on the attack periscope, he was not someone watching and just administration the while process. His visual marks were plotted to estimate the targets range, speed and heading relative to his u-boat. Over the course of time this plot could be developed and they could then estimate the targets course. Calculating all of this is part art and science and yes estimation was used. Feel free to do some research on the subject rather than taking my advice.
With a situation like this a 5 degrees error in AOB wouldn't have caused a miss. Not until it was at a distance of around 6km. Yes, that is technically >2km, but not as bad as you think. If it was fired behind the target, near AOB 180 then I agree with you. His AOB was more like 105 degrees, instead of 90 degrees. The 1st torpedo missed because it moved at a different speed than the TDC calculated the lead for. Look at the overview map just after the impact.
Psh XD "Manual". Yeah sure the programm is doing everything for you instead of you doing the math. That´s not manual. This is some arcadey shit. EDIT: LOL this game even gives you health bars XD Oh yeah that´s a proper sim, fuck me XD
@@tmtcschannelI just started playing this game 3 days ago and was having a very frustrating time learning how to do the manual targeting etc…, I’ve watched many RUclips vids since I started playing on showing how it’s done but your vid is the ONLY one that breaks it down like this even further to make it that more simpler and easier to understand. I thank you very very much……subscribed. 😎✌🏾👍🏾👊🏾 Do you have a crew management and schedule vid ?
Short and sweet. To the point. No rambling. That's how I like it. Well done, mate.
My God
For some people here understand
This tutorial is to use the periscope in search of the target.
The use of the map is important, but this is not the case here ..
Thanks TMTC
awesome vid... quick, to the point and packed of help for uBoat newbies like me! thanks!!
At last someone posted a video that explains the method thanks
Just got the game and fell for it right away! Great explaining! Looking forward to trying this! You earned yourself a sub mate and looking forward to seeing more of your videos
Appreciated thank you so much
Thanks ! I've been looking for this for a while. I always missed my torpedo so I sunk ships with flak😂
No rambling, straight to the point, perfect
Straight to the point, not just a pig with lipstick. Awesome.
Love that expression:)
Finally, a description that doesn't take fifteen minutes nor does it add redundant opinions like the one I just wrote.
These short guides are awesome, thank you very much!
Rhinozherous thank you
I fucking love you. I'm ignoring all the salty Kriegsmarine comments nerding out over whats called what, we'll just fuckn eyeball it and and put the thingy in the thing eh. Poor ship blew up and sank all the same! haha good friggn shot buddy! Thank you for sharing.
Hahah love this comment :D
It seems torpedo #1 missed because it moved faster than the 30 km/h setting. Which a type-1 G7a could compared to a type-2 G7e. As evidenced by the first torpedo being well ahead when the slower type-2 hit.
I don't get it why the devs thought it was necessary to confuse km/h and knots this way. But this was not the cause. As both torpedoes should have failed then.
first torpedo likely missed because the target wasn't facing exactly 90 degrees to him. More like 80-ish. Probably just barely missed.
Brian Raff that was exactly the case. If the ship were heading exact 90 degrees, both torpedos would had hit.
So my teacher always said: maths will come in handy in the future. I guess she was right about this game... calculations everywhere!
7km/h aren´t 7 knots... it´s closer to 4kn in fact, so your 5 weren´t as far off ;)
I like these games...on the ocean, everything is going slow, takes time and patience... nice contrast to stuff like Battlefield etc... :)
The speed is correctly measured: 134.6 meters length in about 70 seconds is 1.9 meters per second. Which is 6.9 km/h (m/s times 3.6) , and also 3.7 nm/h (knots)
@@Valenorious no one said it wasn´t correctly measured...
@@RSProduxx You are correct. I should have said the game calculates it correctly to km/h. The game using 30 km/h for torpedo speed (realistic speed of a type-2 torpedo was 30 kts), and showing target speed in km/h instead of kts (like in real-life U-boat), is what started me questioning what is correct.
@@Valenorious I see... well, luckily you can switch the measures in options as far as i know, if needed... But to be fair, i don´t care which numbers the game uses, as long as i hit my target :D
Just got this game and sunk my first ship because of this video.
A very useful upload, thanks
Bob Gary thank you 🙏
Thank you SO much! this sim go's very deep and this is what i needed.. thanks!
This is how I like my RUclips videos
With study meter you need to put the cross hair on the waterline. If you identified correctly. If you are below or above like in the vid then the distance will be off if that's is off then the speed will be off.. If you do this correctly you can hit from far greater distance
still getting used to it if I'm honest - but at least it provides the basics for people to hone skills from
@@tmtcschannel that is true. One more tip though. If the target is stationary you dont have to get the angle to bow or even distance only direction or barring
When I have calculated the course for torpedoes they are going in left and right of the sub, not in the ships direction.
There is something I dont quite get: the 3 different types of torpedoes have different speed so how can it calculate the course to target if it doesn know which type of torpedo we are firing? Does it average or is it calibrated for one type or does the game cheats over this to make it less complicated?
Great question! i think the game cheats a little bit if i'm honest
@@tmtcschannel Also I dont understand this: once you have all your calculation, when do you fire in relation to where is the target in the periscope? It seems it doesnt matter where the boat is heading as long as you have all the values set, but I mean even if if the torpedoes steers themself for a short while after being fired, it should matter where you are facing when firing, does it not? Must you fire when the target is at bearing 350/0 or it doesnt matter as long as you have the targeting values set? Hope my english is all right, I'm french, I actually live near the Uboat base that was used in "Das boot", which is still there with its massive walls full of impacts (Saint Nazaire)!
@@tmtcschannel We were wrong the speed of torpedo is set in the torpedo's menu, to 30 knt. Maybe we can change it for the T1 torpedoes that are supposed to be possibly faster in a future update or with a certan modification. idk... ;)
How do you set the periscope view to look like that?
Ok knowing that we have manual TDC this game suddenly become interesting to buy. However I didn't saw a option to use impact or magnetic fuse and the torpedo depth. Other thing. I saw you have the tools to draw in the map . So I would like to ask you if is possible to draw in the map the target location. Wait 3:15 and draw again the target location. With this you know the exact target speed, course and angle of bow.
Please try to do this.
Expect to see the controller for depth of torpedo as well. (not sure if it existed in UBoat)
Yeah I agree. So many of us played Silent Hunter series and this game looks nice in some ways but dumbed down and we miss manual plotting. Less exposed scope if you just pop it up for a quick ranging measurement and back down then wait for 3:15 minutes before second ranging. The timing method he used is simpler but scope is exposed so long.
It was pointless using the stadimeter to get range in this vid because it was a zero gyro shot . All he needed was AOB and speed.... Took me many hours in silent hunter to realize that.
Even Manual TDC is kind dumbed down . But at least it is not just asking the officer to make the firing solution and then fire.
Now I am tempted to buy it.
@@rawnukles bro Ive checked lots of gameplay and reviews and I would reject this game. It looks boring, plain, shallow for experienced SH4 player like us. And seems to be not on simulation point since the game focus on having to manage stupid resourses things manually like a crew acitivity management (Yes, like the sims 4 in submarine) or click-to-do-this-onebyone RPG rather than a Submarine Captain making crucial decision and order the whole ship about what to do. This is imo and its up to you, no bother just saying. The game is not bad, it just gives no depth, no intense moment and no spectacular gameplay like what SH4 used to have, but focus on things that are just forcing you to follow.
Will play this game when it has difficulty setting to set to more simulated, and ability to remove click-to-do-that resources management style. Its still a great game that bring back the subsim with an up to date graphics.
@@KiLLkInGLiOn Yeah I agree with you . I want to play it with SH4 plotting but even the ship icons are cartoonish and inappropriate for plotting.
Oh well maybe in time it will be modded like Trigger maru ! We can only hope so.
KiLLkInGLiOn ei About the Sims 4 thing... Yes Thats True But it does add something more... it makes you have to take care of your crew.
When you Get bombed in this game and dive, your crew will start panicking. This, I think, is a very interesting feature and also a realistic one.
I never played SH games but I bought this one 2 days ago and I’ve enjoyed it Well so far.
Spotting chimney smoke in the distance, start pre heating the torps and start diving to periscope dept... it just really gives me that feeling of:
Good bye little brave convoy, the wolf has arrived to kill the sheep.
AoB isn't in any way estimated on naked eye, there are many ways to calculate it....
agreed - can be done on map etc
Lots of real sub captains estimated it with their naked eye. It's a good skill to have when you need to change targets.
To estimate the AoB and the range with your naked eye can Safe you many many (important) seconds.
And if your AoB guessing is on point, you only need to measure the speed because the accurate range is not so important. Thats how most experienced kaleus worked. Measuring the speed with the stop watch, guessing the AoB and the estimated range when shooting and there you go. As long as the speed and the AoB are correct, you will have good chances to hit
This is useful - Thanks, but not cover the preparation to set up your Uboat for the attack, for example the people to locations/ stations etc? The course is more like 100-110 degrees which may be why one torpedo missed?
I hate to be the arsehole here. But ships don’t have front and back. They have Bow and Aft. Thanks for the video :)
Agreed :)
Thanks for this video, I have played just about every sub simulation game since Silent Service for the Atari. I am curious if the 3:15 map distance/calculation will work in this game as it does in SH3. At least now I know how to calculate with the periscope.
It does work, yes
@@eisaatana96 Thanks Jake
Always wondered if the target bearing was in relation to your submarine or to the actual heading of the ship, north related. I can hit just fine with Type 1 or 2 torpedoes, but Type 3 always misses. Seems to be glitched.
And they just changed (v127 Beta) the bearing wheel to something that is far closer to the historical one they used in Type VIIC's. Works the same, but it's a bit less intuitive. Though it states it's the bearing of your ship instead of where you're looking at which was what I think made me confused. Just it has "boat left" and "boat right" instead of Port and Starboard.
So much like SH3 which is good! Don't you know to fire the torp under the ship not into it? SH knew this and modeled that extra dmg, does this?
My question is, how do we know when exactly to fire. From what I'm seeing, we've made the calculations, but never adjust our aim or establish a firing window for the target to pass through. I'm probably missing something, so any insight would be greatly appreciated.
once all calculations are in just fire :) as long as you are in good range and you like the shot of course
@@tmtcschannel ah ok, I figured there would be more to it. Thanks for the reply!
Interestingly enough, what you're doing in setting range, speed and trajectory is you're programming an analog computer on the uboat that sets the torpedo in a curved path towards the target. The computer sets the angles of the torpedo's gyroscope to make it go in a curve.
In the game, they do a short turn soon after launch and then run straight. Either it's a placeholder and the devs will add the curve later or it's meant to be easier for the player to predict a hit. But yeah, except for that little bit, this is exactly how WWI era Uboat torpedoes worked. Germans even developed one that ran in a zig-zag pattern to increase the likelyhood of it hitting something else if it misses it's prmary target in a convoy.
how did you get rid of the periscope ?
But why did the first torpedo miss? You calculated everything
I would like to ask whether in this game ships have nornal hp lives, or whether they are destroyed by damage such as fire or flooding.
it does have a damage model from what I understand and if you hit with a Torp it will sink over time or if the crew can fix it will list and limp away best it can
Do you just need to be in the general direction of your target? My guys never seem to aim where you'd think they would be to fire the torpedoes straight.
I will say I managed to take out a big freighter with this method, C3 I think it was, so it worked fine then thanks to your help in this video. I was heading towards it so that may be the answer to my question...
Yes. The torpedo does a curve to catch up to the target (that's realistic, BTW). So as long as you program the Torpedo Data Computer right, you have a good chance of hitting.
100m dispersion? that would be me firing blindly into a convoy in a fog..
Many thanks for the vid just wondered how do you target a static target that isnt moving please
Point sub at target and AOB zero, speed zero. Toro will go straight ahead
Can you lock scope onto target???
Thankyou for posting, good luck with your channel. Could you answer pls - Does the game pause whilst your working the stadimeter and restart upon clicking the stopwatch ? also were you at a full stop whilst timing the ship ?
yes I was at full stop and no the game isn't paused while doing it
@@tmtcschannel Thanks for taking to the time to answer. Seems like it could become a very good game once fully developed.
totally agree. it has some way to go and interested to see where it will be in 6 months
Everyone i find the range it gives me a absurd range like 8,000 m even though it’s only like 1,000m I don’t know what to do
Is it possible to manually enter the trigger angle of the torpedoes?
It is you can work it out and then enter it if you need too
how is the acuracy of the torpedoes,and is it duds in the game? comparison from silenthunter 3, where I could fire single torpedos on single ships manualy at 4/5 of torpedoes maximum range and 9/10 hit. where I thought was a bit too easy and not realistic.
I have had a couple of dud's problem is I haven't played SH3 in a looooong time
ZeroWolfAlfa Its very easy to miss a torpedo due to the spread. Also, this man’s torpedoes were pre-heated (they were red in the firing menu). Preheating removes the possibility of a dud.
When you Dont do this however, the change for a dud is... I estimate about 20%
That's not 7 knots, that's 7 km/h wich would be 4 knots rounded up....
Ok cool as an avid SH3' 4 and 5 (steel wolves) player I always wonder about uboat bc it feels very arcadey/automaticish because of the reliance on crew... i like manual targeting.
I wish there was a mod that brought better tools into the game and made it more like the SH3 mods i like
Check MODS on steam, might already be done :)
@@tmtcschannel theres a really good tdc mod
It was going 7 kilometers/hr...not knots lol
When I fire a torpedo (T2) I always need 2 hits to sink it.
@MiniNinja He aimed for the centre too, dude. The AI misses just like the player's calcs are not working 100% either, so, you have no idea where he hit the objects. A mere assumption of yours. As long as you haven't ask the devs or programmed the game yourself you know nothing on what the AI is _'aiming'_ for and if there's more _'flooding'_ when you hit it here or there. Because in fact there's no flooding at all, it's a computer program. A pretty bugged one as well. And what is not programmed is not in the game. So, don't compare games with reality. They're just as good as their programming is.
İs there any more submarine models or just VIIC?
I think theres 3 atm
how do you know when to fire?
7km/h is not 7 knots
yep - :) one of my MANY flaws
W0T?
4 bearings method should work. I expected not but great.
give it a try :)
So manual tdc is available in certain level of difficulty or what? I don’t see the point if there s a external view cam in the game...
???
I don't understand why the first torpedo missed. That's weird.
Is this the only manual TDC or have another level of simulation TDC As SHIII or SHV?
I had no idea this game was in Early Access for 5 years. It just officially came out a few days ago and it's fun but the learning curve is insane. If you want to make updated tutorials, the demand is off the charts because of how nothing is explained. There are several things I hope the developers change.
1. The torpedoes need to have bigger explosions. Right now they just start fires. I want to see pieces flying.
2. For some reason, maximum time compression is disabled anytime you're not in open water. I don't need the game telling me to be careful. If I want to speed up time, let me speed up time. It already takes hours in real life to do a mission.
3. Something needs to be done about fuel and the battery. Even when I'm careful, I'm usually at 1/2 fuel before I even get to the mission area. So I have to constantly dive and surface every 1km, which is tedious. Give me more ways to refuel or make fuel last longer (I'm already using helpers on the engine and running at dead slow).
4. All the weird minor things like having your people at the port standing off in the distance and making you individually select each piece of wreckage and then wait 30 seconds to bring it in.
Other than that, this game is a blast. There's nothing quite like trying to evade a destroyer by hiding from depth charges at the bottom of the ocean and then popping up behind it and hitting it as it tries to turn. I feel like a major developer should put serious money into a sequel in the future. Keep the bones but improve everything else.
when i start the timer thing it wont move
hi
Hi
i love this game gonna buy it soon, but i think its graphic does not as good as the game of this age, hope the developer upgrade the graphic system soon
it could be worse also :) and only 3 people on the dev team so kudos to them
The graphics are fine to me.
What matters is game play and of you like sub games, it really is a gem I think.
So much simpler than the silent hunter series but kind of less fun than the silent hunter series
Silent hunter is shit
100th Like on the video, Thanks buddy!
really? NICE!
Like Brazil , São Paulo de nº 885
I love your vid but sorry to interrupt a bit. How you guess AOB of ship at 2:32 is totally not a practical way to do bro unless it is in emergency.
AOB can be calculated easily using map drawer without any guessing at all -> you will miss a shot at >2km if you have more than 4-5 degrees error so this step is crucial.
Try spending just 5 seconds watching this video at 0.47-0.52 ruclips.net/video/uG85lnyjI3w/видео.html
To calculate practically, bring up the map -> draw a straight line of target movement -> use angle measurement to measure the AOB between the point of the target and your boat.
-> there you get AOB. (its ez right ? try it bro)
KiLLkInGLiOn ei because the captain would leave the attack scope and then go to the map and draw this out right? Estimating the aob by eye was how it was actually done.
@Bryan Clark Don't know if you are trying to make fun or something but, by sense of basic fundamentals in logic, you should not guess a crucial data unless your logic is not older than 12.
This game allows you to control the whole ship of 20 crews with one mouse either and one of them is a torpedo calculation operator. So what periscope operator do is actually giving the data to the calculation operator , meanwhile, the captain just stand there administrating the whole process...
The captain is not the one at the attack scope or calculating the torpedo at all -> Now use your own logic to answer to what you are arguing about.
@@KiLLkInGLiOn I'm not making fun of you, but use your fundamentals of logic and tell me why they fired torpedo spreads if all of the derived values were so concrete? In real life the captains position on a u-boat during an attack was on the attack periscope, he was not someone watching and just administration the while process. His visual marks were plotted to estimate the targets range, speed and heading relative to his u-boat. Over the course of time this plot could be developed and they could then estimate the targets course. Calculating all of this is part art and science and yes estimation was used. Feel free to do some research on the subject rather than taking my advice.
@@grenadespoon Ok I believe you now. You are right. Don't forget to guess the angle of bow before firing.
With a situation like this a 5 degrees error in AOB wouldn't have caused a miss. Not until it was at a distance of around 6km. Yes, that is technically >2km, but not as bad as you think. If it was fired behind the target, near AOB 180 then I agree with you. His AOB was more like 105 degrees, instead of 90 degrees. The 1st torpedo missed because it moved at a different speed than the TDC calculated the lead for. Look at the overview map just after the impact.
graphic horror 2020 omg
Y todo eso se puso a hacer para acertar uno y fallar otro???? bueno...cosas se veran jajaj...metio hasta el transportador xD
pls help i'm download uboat from: igg-games.com and my game is in russian language
Psh XD "Manual". Yeah sure the programm is doing everything for you instead of you doing the math. That´s not manual. This is some arcadey shit.
EDIT: LOL this game even gives you health bars XD Oh yeah that´s a proper sim, fuck me XD
thing is i follow this, but still end up missing every ship
How much are you missing by? Save the game just before you fire so you can practice a little
@@tmtcschannelI just started playing this game 3 days ago and was having a very frustrating time learning how to do the manual targeting etc…, I’ve watched many RUclips vids since I started playing on showing how it’s done but your vid is the ONLY one that breaks it down like this even further to make it that more simpler and easier to understand.
I thank you very very much……subscribed. 😎✌🏾👍🏾👊🏾
Do you have a crew management and schedule vid ?
@@Akumaa2000 I don’t but if you search lightly_Salted. He may well have and also very knowledgeable in the game and a Wonderfull individual
@@tmtcschannel ok thanks.