Just a reminder that the Udaloy-class Destroyer is a ship that is marketed as an ASW-focused platform, and as the Soviet equivalent to the US Spruance-class DDs. People really seem to leave out that fact it has ALSO has 64 VLS SAMs.
Soviet ships being able to pump out such an absurd amount of SAMs while only needing one or two to intercept each incoming missile certainly is balanced.
In trying to do ToT for harpoons, I found some success using range circles for timing launches - i.e when the salvo crosses the line, launch from the next vehicle which is at the distance. I also managed to get some pretty good swarms by placing the mk13s at the back of a line, and then launching denser salvos "in the middle" of the line of mk13 launches - having a lead missile might be able to distract air defenses while the pack gets closer.
14:33 sometimes, depending on the speed of the formation and proximity to other ships, the AI controlled ship may wait for some time. I think I mentioned this in your Strait of Hormuz video too, but to reiterate, because this game is still in early development, there are still deadzones on the map where the AI pathfinding bugs out and the ship will remain permanently still if you leave it to its own devices. Left on its own, the latter issue can end your run because your ship gets stuck and won't move on its own anymore. You can overcome both issues by manually inputting rudder and throttle commands by selecting the ship and using the WASD keys before returning control of the ship back to the AI. Note that the rudder system works by having the rudder at fixed positions. For example, if the ship has the rudder in its neutral position, pressing the D key once will have the rudder at say 15 degrees to the right, and pressing the D key again will have the rudder at 30 degrees. The rudder will remain in these positions until you input new rudder commands or return control to the AI.
@@ryu1940 I also hope they add an indicator for the rudder position. With the larger formation scenarios, sometimes I'll forget I had manually given a rudder input to some ship and then after 2 minutes wonder why my formation had gone wonky. Turns out a Knox was doing circles and every other ship had to swerve to avoid colliding.
Time for a comment! Thank you very much for the Sea Power content. I learned a ton because of you. That definitely helps me a lot in my Sea Power series. My playstyle transformed to something like yours!
Another great video! Learning a ton from you. It has aided me in the creation of my own scenarios. I try to add at least some realism and your tips have certainly been instrumental. I just posted one of them and I based the US formations off of your info. It's up in the workshop, titled "Siege of Malta". You might say I had you in mind while building it. haha
This one reasonably good for the first mission. I had no major issues getting things done without much or any loss. The later mission Strike on the Monster felt it needed a lot of revision, that mission needed a lot more re-design to make maneuvering and recon relevant. The easiest way I've found to quick cheat time on target is to put a range circle on all of the firing unit of the closet's unit's firing distance.
Not sure when you played mission 5, but I completely redesigned that scenario around Christmas time - the workshop was updated with the new mission. It is a lot more skill based now and less about just praying to the game's RNG. Cheers
@@ianroberts385Good on you mate, I've only seen this one but you clearly put in a lot of work & thought. Thanks very much! I look forward to seeing Ryu1940 running through the rest of your campaign.
Thanks for the video! Very enjoyable. TOT from various directions was very close and yet the Udaloy was able to survive. I wonder if using SMs instead of harpoons first would help? Aren’t they faster? Cool scenario.
Thanks for watching! Yeah they are faster, I actually didn't realize I was within range of the SMs. The main concern I had was staying outside of 16nm to avoid the missiles from the Kanin. If I found that earlier I very much would have opted to use those guys first over the harpoons. Tthough, there is a balance if you use them early to be mindful of any potential other missile or aircraft threats as you'll need them for that.
I was thinking that too. That extra speed makes a big difference. The warhead isn't big, but all you need to do is frag some illumination radars & hopefully start a fire. At lest this way everyone got to fire a bunch of stuff, the crews would be stoked 😂
If you are trying to get your ships out of range of those missiles, set them to “assume direct control”, or else they will keep turning broadside to fire at the incoming missiles. Under direct control they will just follow your heading instructions and not turn to fire
I'm sure I'm missing something obvious but please help me understand the difference between Weapons Tight and the new Weapons Free? WT will fire in self-defense only, WF takes out anything hostile. With the new option that you have enabled, how is that any different than WT? Thanks friend! :)
Great question, in the previous version weapons free would fire at any hostile - air or surface. When you have the new option uncheck (iirc it has to be unchecked in the game options) your ships will fire only air known air threats with weapons free and not at known hostile ships. This is ideal for many because it may be too late to fire at jets when they've fired their weapons so weapons tight wasn't a great option and you didn't want to have ships blow their entire harpoon load firing piecemeal at known targets potentially wasting them all because you simply wanted the ships to shoot down enemy jets on their own. Now you can have them shoot down the jets and save the harpoon engagements for you to do deliberately under your control.
@@ryu1940 Hey man thank you so much for the thorough write up of the difference. I was thinking that was the difference after finishing this video but having it confirmed is awesome. I fully (as I'm sure many do) support this change, waaay better IMO!
The sub is cavatating like crazy @ 21:06. Pretty sure there is an option to only allow it to go at a max speed where it is not cavatating, alternatively, go to a lower depth, but that was unnecessarily risky I'd say.
I didn’t think so it was outside of the detection ranges of those ASW platforms and by then I believe all the silex missiles were gone as well as enemy ASW helicopters so there really wasn’t a way for them to do anything about me hauling ass.
@@ryu1940 Not sure if Sea Power models it or not, but in Cold Waters, firing torps at flank speed is a guaranteed wire break and probably will render the tube inoperable, too. Better to slow down, remain undetected, keep the wires, and dog-leg the torps.
It’s been running great for me for the most part. I do notice some stuttering in longer going scenarios but generally I really enjoy the game and I have over 120-130 hours in it. A lot of the annoying bugs are fixed for me but I do think the aviation side is really needing work so I avoid it at the moment. Overall I recommend it.
@XCougar85X Yeah there’s long standing issues with DCS that have kind of put me on a break from it. I’m sure I’ll get back to it, I always cycle in and out of games.
@@ryu1940 I know the feeling. Just returned to DCS from a break since a few weeks after the F-4 dropped. As the while Rb drama and core issues put me off. And i get back to broken gunner in my Hind and Apache. SMH hahaha
An easier way that I found to do time on target attacks is to make circles from the target platform out each of the launching platforms, launch from the farthest platform first and as the missiles approach each circle distance for each closer platform, launch from the corresponding platform and then you can have multiple simultaneous time on target attacks without having to do a lot of coordination work.
This is great timing since I've been playing through the Pacific Strike series for the last cuple days, and just finished the landing one like 5 minutes before I found this video. Idk if youve tried it yet, but the one where you run the gauntlet ended up being way more brutal then I was expecting, and if you get that far in making videos on this series, I'm excited to see how you deal with that one
Oh yeah I’ve played that one but haven’t filmed it yet I do have the second mission set to release later though so you’ll be able to see that. With the third one I would periodically lay a few buoys head of my task group to watch for launches as I transited through.
@@ryu1940 The buoys are probably a good idea, but I ended up with both helicopters shot down that mission (after taking out the ships to the northwest), and the Moosebruger had to basically charge the sub to within ASROC (and then Mk.46) range while being attacked by the coastal battery. It ended up being able to do only 8 knots by the end, but that's 8 more then I expected. Anyway, I'm excited to see the next mission in the series when it comes out.
Yeah this is the default Udaloy. I agree the game scope should be expanded into 1991 to sufficiently cover the introduction of the VLS ticos. I think scenario designers should balance the game, it is somewhat of a sandbox afterall.
I laugh when I see people saying that NTU makes it SO unfair and unbalanced. So the developers fudging the numbers to make the Soviets more capable then they ever were IRL is fine but a mod that restores the US to how they actually were in the time period is unfair?
@@cadetrenew yeah, USN is nerfed and has been the entire game, at least they made the shipwrecks 5% less deadly so they just instakill a carrier 75% of the times.
Yes this is the default game version of the Udaloy. But it shouldn't be firing SA-N-9 at all because it didn't enter service until the 90's, some sources say '89~. VLS tico?.. nah man, arleigh burke should be added since that's when it went into service, flight 1 of course :). But i doubt you'll see either.
Yeah I think also sometimes it’s a bug as well because I have seen some missions where I have played it and seen a victory message but the same mission other times may not have the same pop up despite reaching the same win conditions.
The game currently has a bug where time compression causes trigger conditions to not fire correctly, I reported it to devs to investigate as seems to affect all scenarios if using TC greater than x30. All missions in Pacific Strike campaign have victory/defeat triggers ;)
@ryu1940 Great gameplay, thanks! May I ask why you don't engage enemy targets sooner? For example, at about 8 minutes into the game, you know the Okean is spying on you (the one that the Orion identified). Why not sink it immediately with a Harpoon or two? The same goes for the northern enemy task force. Also, are surface-to-air missiles so hopelessly ineffective in real life? Western anti-air systems seem to be doing a great job in Ukraine so why are they so useless in this game? Is this a bug/lack of game balance, or were they really so crap in the eighties? I would find this hard to believe. The Soviet AA systems, on the other hand, seem to be overly powerful.
Thanks! I think I said it in the video I didn’t want to engage the spy ship earlier because I had aircraft or missile threats inbound and I wanted all the launchers available to engage the incoming threats. Or I might have said it while messing around with the northern fleet. I wanted to keep the launchers open until the missile threat was over.
@@ryu1940 actually, it was a bit before the northern fleet started engaging you. On second thoughts, though, since the Okean detected you anyway, it's probably quite harmless at that point. I mean, they know where you are anyway so the Okean becomes irrelevant and the main threat is, indeed, to the north. Anyway, great gameplay and thanks for the video, although I do find the effectiveness of AA frustrating in this game.
@johnnyenglish583 thank you! Yeah by then the spy ship had already done its job and there wasn’t a rush to kill it. I’m curious to see what patch fixes come out once the team is back from a well deserved winter break
Just a reminder that the Udaloy-class Destroyer is a ship that is marketed as an ASW-focused platform, and as the Soviet equivalent to the US Spruance-class DDs. People really seem to leave out that fact it has ALSO has 64 VLS SAMs.
Like me for example, lol!! 🤣
I love Sea Power so much that I would watch you playing a 2 hour mission. 😊❤❤❤😊
Thank you !
Running 20x time acceleration and getting distracted while your formation sails directly into missile range of the Udaloy is a pro gamer move
I’m definitely a gamer but I haven’t gone pro just yet. Need this to be a PvP game for some extra fun tournaments.
Soviet ships being able to pump out such an absurd amount of SAMs while only needing one or two to intercept each incoming missile certainly is balanced.
That soviet 100% hit rate just might be unbalancing things a bit. Just maybe.
In trying to do ToT for harpoons, I found some success using range circles for timing launches - i.e when the salvo crosses the line, launch from the next vehicle which is at the distance.
I also managed to get some pretty good swarms by placing the mk13s at the back of a line, and then launching denser salvos "in the middle" of the line of mk13 launches - having a lead missile might be able to distract air defenses while the pack gets closer.
Awesome, man! Always enjoy watching ✌️🤙
Thank you! I’m glad to hear that!
14:33 sometimes, depending on the speed of the formation and proximity to other ships, the AI controlled ship may wait for some time. I think I mentioned this in your Strait of Hormuz video too, but to reiterate, because this game is still in early development, there are still deadzones on the map where the AI pathfinding bugs out and the ship will remain permanently still if you leave it to its own devices. Left on its own, the latter issue can end your run because your ship gets stuck and won't move on its own anymore. You can overcome both issues by manually inputting rudder and throttle commands by selecting the ship and using the WASD keys before returning control of the ship back to the AI.
Note that the rudder system works by having the rudder at fixed positions. For example, if the ship has the rudder in its neutral position, pressing the D key once will have the rudder at say 15 degrees to the right, and pressing the D key again will have the rudder at 30 degrees. The rudder will remain in these positions until you input new rudder commands or return control to the AI.
Thanks yeah, I hope in the future the rudder controlling changes I would like finer driving controls.
@@ryu1940 I also hope they add an indicator for the rudder position. With the larger formation scenarios, sometimes I'll forget I had manually given a rudder input to some ship and then after 2 minutes wonder why my formation had gone wonky. Turns out a Knox was doing circles and every other ship had to swerve to avoid colliding.
@jackzhang8677 That would be really great to have as well!
Your torpedo disappeared because ships armed with RBUs can engage torpedoes. Grisha is one of those ships
Oh yah I know about those just didn’t see it so wasn’t sure what happened.
Time for a comment! Thank you very much for the Sea Power content. I learned a ton because of you. That definitely helps me a lot in my Sea Power series. My playstyle transformed to something like yours!
@@DerHobbygeneral That is great to hear! Thanks for the comment!
Another great video! Learning a ton from you. It has aided me in the creation of my own scenarios. I try to add at least some realism and your tips have certainly been instrumental. I just posted one of them and I based the US formations off of your info. It's up in the workshop, titled "Siege of Malta". You might say I had you in mind while building it. haha
That’s awesome I am glad the videos have been helpful. I’ll try to give it a go sometime after I get back.
This one reasonably good for the first mission. I had no major issues getting things done without much or any loss.
The later mission Strike on the Monster felt it needed a lot of revision, that mission needed a lot more re-design to make maneuvering and recon relevant.
The easiest way I've found to quick cheat time on target is to put a range circle on all of the firing unit of the closet's unit's firing distance.
Not sure when you played mission 5, but I completely redesigned that scenario around Christmas time - the workshop was updated with the new mission. It is a lot more skill based now and less about just praying to the game's RNG. Cheers
@@ianroberts385Good on you mate, I've only seen this one but you clearly put in a lot of work & thought. Thanks very much! I look forward to seeing Ryu1940 running through the rest of your campaign.
Thanks for the video! Very enjoyable. TOT from various directions was very close and yet the Udaloy was able to survive. I wonder if using SMs instead of harpoons first would help? Aren’t they faster? Cool scenario.
Thanks for watching! Yeah they are faster, I actually didn't realize I was within range of the SMs. The main concern I had was staying outside of 16nm to avoid the missiles from the Kanin. If I found that earlier I very much would have opted to use those guys first over the harpoons. Tthough, there is a balance if you use them early to be mindful of any potential other missile or aircraft threats as you'll need them for that.
I was thinking that too. That extra speed makes a big difference. The warhead isn't big, but all you need to do is frag some illumination radars & hopefully start a fire. At lest this way everyone got to fire a bunch of stuff, the crews would be stoked 😂
If you are trying to get your ships out of range of those missiles, set them to “assume direct control”, or else they will keep turning broadside to fire at the incoming missiles. Under direct control they will just follow your heading instructions and not turn to fire
25:03 I think the simulation of the missiles brake a little when you accelerate the time, I never use time compression when defending missiles.
I'm sure I'm missing something obvious but please help me understand the difference between Weapons Tight and the new Weapons Free? WT will fire in self-defense only, WF takes out anything hostile. With the new option that you have enabled, how is that any different than WT? Thanks friend! :)
Great question, in the previous version weapons free would fire at any hostile - air or surface. When you have the new option uncheck (iirc it has to be unchecked in the game options) your ships will fire only air known air threats with weapons free and not at known hostile ships. This is ideal for many because it may be too late to fire at jets when they've fired their weapons so weapons tight wasn't a great option and you didn't want to have ships blow their entire harpoon load firing piecemeal at known targets potentially wasting them all because you simply wanted the ships to shoot down enemy jets on their own.
Now you can have them shoot down the jets and save the harpoon engagements for you to do deliberately under your control.
@@ryu1940 Hey man thank you so much for the thorough write up of the difference. I was thinking that was the difference after finishing this video but having it confirmed is awesome.
I fully (as I'm sure many do) support this change, waaay better IMO!
The sub is cavatating like crazy @ 21:06. Pretty sure there is an option to only allow it to go at a max speed where it is not cavatating, alternatively, go to a lower depth, but that was unnecessarily risky I'd say.
I didn’t think so it was outside of the detection ranges of those ASW platforms and by then I believe all the silex missiles were gone as well as enemy ASW helicopters so there really wasn’t a way for them to do anything about me hauling ass.
@@ryu1940 Not sure if Sea Power models it or not, but in Cold Waters, firing torps at flank speed is a guaranteed wire break and probably will render the tube inoperable, too. Better to slow down, remain undetected, keep the wires, and dog-leg the torps.
@ Ah yeah Sea Power doesn’t model that stuff.
@@ryu1940 yeah, you meantioned that later in the video :) Once helis can actually attack subs, I still think that wouldve not been a good idea :D
Hey there Mr Hip. How has the game been for you, performance/bug wise? Loving the gameplay and thinking of picking this one up myself.
It’s been running great for me for the most part. I do notice some stuttering in longer going scenarios but generally I really enjoy the game and I have over 120-130 hours in it.
A lot of the annoying bugs are fixed for me but I do think the aviation side is really needing work so I avoid it at the moment. Overall I recommend it.
@ryu1940 Sounds good. Are you on a hiatus from DCS for now?
@XCougar85X Yeah there’s long standing issues with DCS that have kind of put me on a break from it. I’m sure I’ll get back to it, I always cycle in and out of games.
@@ryu1940 I know the feeling. Just returned to DCS from a break since a few weeks after the F-4 dropped. As the while Rb drama and core issues put me off.
And i get back to broken gunner in my Hind and Apache. SMH hahaha
An easier way that I found to do time on target attacks is to make circles from the target platform out each of the launching platforms, launch from the farthest platform first and as the missiles approach each circle distance for each closer platform, launch from the corresponding platform and then you can have multiple simultaneous time on target attacks without having to do a lot of coordination work.
This is great timing since I've been playing through the Pacific Strike series for the last cuple days, and just finished the landing one like 5 minutes before I found this video. Idk if youve tried it yet, but the one where you run the gauntlet ended up being way more brutal then I was expecting, and if you get that far in making videos on this series, I'm excited to see how you deal with that one
Oh yeah I’ve played that one but haven’t filmed it yet I do have the second mission set to release later though so you’ll be able to see that. With the third one I would periodically lay a few buoys head of my task group to watch for launches as I transited through.
@@ryu1940 The buoys are probably a good idea, but I ended up with both helicopters shot down that mission (after taking out the ships to the northwest), and the Moosebruger had to basically charge the sub to within ASROC (and then Mk.46) range while being attacked by the coastal battery. It ended up being able to do only 8 knots by the end, but that's 8 more then I expected. Anyway, I'm excited to see the next mission in the series when it comes out.
Is this the vanilla Udaloy? Seeing the amount of missiles he can spew, I dont see why so many worries with eventually introducing a VLS Ticonderoga
Yeah this is the default Udaloy. I agree the game scope should be expanded into 1991 to sufficiently cover the introduction of the VLS ticos. I think scenario designers should balance the game, it is somewhat of a sandbox afterall.
I laugh when I see people saying that NTU makes it SO unfair and unbalanced.
So the developers fudging the numbers to make the Soviets more capable then they ever were IRL is fine but a mod that restores the US to how they actually were in the time period is unfair?
@@cadetrenew yeah, USN is nerfed and has been the entire game, at least they made the shipwrecks 5% less deadly so they just instakill a carrier 75% of the times.
Yes this is the default game version of the Udaloy. But it shouldn't be firing SA-N-9 at all because it didn't enter service until the 90's, some sources say '89~. VLS tico?.. nah man, arleigh burke should be added since that's when it went into service, flight 1 of course :). But i doubt you'll see either.
@@MrCampasaurus game is early access, devs have hinted that VLS Tico and early Burkes are not outside realm of possiblity for later on
Sometimes a "mission complete" pop-up isn't programmed, it seems.
Yeah I think also sometimes it’s a bug as well because I have seen some missions where I have played it and seen a victory message but the same mission other times may not have the same pop up despite reaching the same win conditions.
The game currently has a bug where time compression causes trigger conditions to not fire correctly, I reported it to devs to investigate as seems to affect all scenarios if using TC greater than x30. All missions in Pacific Strike campaign have victory/defeat triggers ;)
@ryu1940 Great gameplay, thanks! May I ask why you don't engage enemy targets sooner? For example, at about 8 minutes into the game, you know the Okean is spying on you (the one that the Orion identified). Why not sink it immediately with a Harpoon or two? The same goes for the northern enemy task force.
Also, are surface-to-air missiles so hopelessly ineffective in real life? Western anti-air systems seem to be doing a great job in Ukraine so why are they so useless in this game? Is this a bug/lack of game balance, or were they really so crap in the eighties? I would find this hard to believe. The Soviet AA systems, on the other hand, seem to be overly powerful.
Thanks! I think I said it in the video I didn’t want to engage the spy ship earlier because I had aircraft or missile threats inbound and I wanted all the launchers available to engage the incoming threats. Or I might have said it while messing around with the northern fleet. I wanted to keep the launchers open until the missile threat was over.
@@ryu1940 actually, it was a bit before the northern fleet started engaging you. On second thoughts, though, since the Okean detected you anyway, it's probably quite harmless at that point. I mean, they know where you are anyway so the Okean becomes irrelevant and the main threat is, indeed, to the north.
Anyway, great gameplay and thanks for the video, although I do find the effectiveness of AA frustrating in this game.
@johnnyenglish583 thank you! Yeah by then the spy ship had already done its job and there wasn’t a rush to kill it. I’m curious to see what patch fixes come out once the team is back from a well deserved winter break
All SAMs in the period would struggle against sea skimmers except NATO Sea Sparrow and SA-N-9
Kape, it's not debatable anymore.
Soviet anti missile, waaaayyyyy too good, NATO. Waaaayyy too poor.
I'll be modding accordingly
Don’t cut out anything
💯%
if you are talking, there's no need to cut stuff. where not here for just the game but more your insights
@@RobertCondonSunnyTurtle ah thanks !