At around the 5:20 mark I accidentally reduced the volume of the vocals. It is back to normal at 7:34 . I am apologize for this issue. I'm kind of annoyed it slipped past me!
The filters are actually in the base game, also the ship draughtd aren't really properly modelled yet so you shouldn't set torpedos to run any deeper than 3 metres or they will always go right under
Fun fact @Wolfpack345 at around 22:00, it's actually cool to note that they integrated a common signal for abandon ship - '7 short blasts on the ship's whistle and general alarm, followed by a long blast for a period not less than 10 seconds' (at least that's what it is on my ship) I would never want to only hear that twice and the power go out like it did on that ship!
That is awesome, and exactly what UBOAT needs imo :) i'd really like if they would add an option to remove (live) map contacts, so you have to calculate their exact location when intercepting and plotting for an attack. i'm sure it will come one day tho, it has great potential and it shows :)
Diesel engines all ways give off white smoke when cold especially when starting from cold have you seen diesel locomotives when they start from freezing conditions? Jeez they create their own fog😄
Silent Hunter 3 is still a gem of a simulator / game; a) with the right mods, b) if it doesn't CTD. This "Uboat" looks horrible childish crap by comparison, it would piss me off enormously having to micro-manage everything and the "god views" are pathetic. In an ideal world, I'd love to see the king of them all "Aces of the Deep" given new graphics - the gameplay was always outstanding.
I really enjoyed this game in the few minutes I've played of it, as much as I love SH3 even as modded out as I can get it, it doesn't quite pull off the feeling of the U-Boat having a living and functional crew like this game does.
Try to PLAY Sea of Thieves .. i wrote "play" in upper case, because watching gameplay videos isn't enough. Once you fire it up and sail .. maybe you encounter a thunder storm for the first time ... it doesn't matter how much cartoony the graphics looks, the feeling that you're actually on the wild ocean on a boat IS THERE! Just give it a try .. awesome game, awesome physics
The real consumption mod really complements this perfect. No more running out of battery after 3 hours, and you can actually do proper energy management to squeeze that all day being submerged. Also, heating and water that helps a ton with morale
Great video as always Wolfpack.The Tanker was an Ol-Class tanker.They were pretty common.Little fun fact: The Battleships Nelson and Rodney were mocked by other warships and called Nelsol and Rodnol because the had a simularity to the Ol-class tankers. Keep up the great work!
Even better with the Das Boot music mod. When you spot a convoy, it starts playing the up tempo music from the movie when you're chasing the convoy on the surface, then when you submerge to periscope depth it fades to a calming, yet still tense feeling.
The tanker is an OL-class. They would typically carry the -ol suffix to their name. Fun fact: the Rodney and Nelson's profile vaguely resembled oilers which gave them the slightly derogatory "Rodnol and Nelsonol" nicknames.
When you switch to "Folgen" Periscope Follower and solve for angle on bow, Toggle the lever on the bottom of the computer between the angle on bow indicator and "Streuwinkel" (Angle of Dispersion) when you have it set to Folgen and use this lever the White lamp will illuminate and this means as your periscope follows the target then angle on bow will update. This way you can do your two to three updates of speed and angle and simply fire when your periscope angle comes to or near zero.
ahhhh the TDC mod, reminds be back in SH5 (+ extra realism mods) it took me half a day to sink a transporter because maths, and trigonometry weren't my strongest suits.. but I did love drawing lines on the map
I thought it was a good idea to disengage.. I enjoy your decision making as much as the actual engagements. You keeping your ship fit to fight another day is as much a part of the experience as the shooting! Hope your move is going swimmingly!
This is a bit after the fact, but it was an OL class tanker - all having names starting with Ol, such as Oleander and Oligarch - and it was the purported resemblance to the shape of those tankers that led to Nelson & Rodney being nicknamed "Nelsol" and "Rodnol"... or so the story goes, anyway.
I think the water will accumulate slowly in the bilge from imperfect shaft seals on main screw shafts, pumping it out is no problem under normal conditions :)
I’d love it too. But they’d probably have to dumb it down to the point that it’d be horrible. I can’t imagine doing the fine tuning and little adjustments this game requires on a controller. Love your vids Wolf!
The ship might not have been going faster, your range estimate was just off. It was further than you set, but probably not as far as the game was telling you.
awesome wolf pack good stuff...Uboat finally starting to look like a game i would buy needs some more work 1st but really good content coming from you as always...great watching cheers man and it was smart to disengage i prefer smart over mindless violence hehehee
The filters on the UZO are default to uboat, the tdc mod didn't added it. Great video man, I'm watching your silent hunter 4 playlist and actually bought the game 4 days ago and I'm loving it
YOU MISSED: because the torpedoes did not have time to rise up to your setting of 5-meters! The eels might arm at 300-meters, but you must remember that the torpedo tubes are sitting around 10+meters underwater. They need a certain distance to first stabilize then 'climb' up to the proper setting. You used high speed, 44-kts. That works out to 81.4-kph -- really fast. If my math is correct, those two torpedoes covered the 400-meters in only 22.5-seconds!!! Far too short a time for them to 'rise' up to proper depth for triggering a detonation. (This was a real problem in WWII.) It would be interesting if you repeat the scenario using the 'slow' speed setting at minimum range? I am actually very proud of the Game Developers that they modeled this feature of submarine warfare! I wonder if it is modeled in Silent Hunter III? Live and learn, Herr Kapitan, live and learn.
What you took for fliters are actualy the 3 different lightings: red yellow and blue, red is supposed to help seing at night, it's in the base game! :)
Entertaining and informative videos great work!. you are evidently an experience computer Uboat skipper and I hope anything I say here does not sound harsh or over critical or presumptive, I am enjoying throughly watching your channel and they make me wish to start up new game careers and try to get even a little as good as you are at getting results. Asssuming a role play for the moment as I do not know they level of detail of graphic representation of these things but it seems to me that the Liberty Ship "misses" were, by visuals, because the ship was running empty hence riding higher than the recognition book's assumed draft. You can practically see her props while the other "Main Target" was so low she was almost getting lost visually by the sea state. It is not unreasonable to also supposed that if indeed there were a critical cargo but no escort available at point of origin than a weakly armed Liberty ship one could imagine it being used as a Q-boat, decoy vessel. There would be good possible motivations; the assumption of comparable values; that an unladen liberty could maneover faster and somewhat more "spritely" than one having to use horse power to move dead weight; the lack of available escorts at this time period; the time need to man, train, equip and disperse to stations any new Escorts made available. It would also act as a decoy that might tempt an inexperienced Uboat Captain to fire as you did under her keel or even fire at the liberty first as the only "armed escort" with the presumption that the uboat could then use her deck gun for BOTH the over ships in the convoy, expending only 2 torps rather than 4. Think of it as a poor desparate gamble to use the only ship available as a Q-ship, also known as Q-boat, decoy vessel, special service ship.
The destroyers-for-bases deal was an agreement between the United States and the United Kingdom on September 2, 1940, according to which 50 Caldwell, Wickes, and Clemson class US Navy destroyers were transferred to the Royal Navy from the United States Navy in exchange for land rights on British possessions. .... and only 30 were in service by May 1941 ref: en.wikipedia.org/wiki/Destroyers-for-bases_deal
BTW why are you submerging so soon, well before visual range. 'Bow on' the u boat was very hard to spot on the surface, you can run slow on Diesel save battery and air yet still run faster than submerged and maintain easier better contact visually. 1941 and your AO you have low need to fear Air cover, little risk of Radar equiped Escorts, or ASW attack groups. You can also try time delayed torp attacks on 2 targets, ie fire slower runners at closer target first then fire fast torps at 2nd more distant target (or variations of the idea). If timed right the 2nd hit target has little time to react and begin evasive manoevers.
Further thoughts but I am sure you already are aware of ALL of this, Try to try to make measurements and attacks as close to a stand still as feasible, it reduces a variable. And reduces scope wake and scope detection over distance. Try to time attacks if possible/necessary to times of reduced light levels (dawn, dusk, both pre/post) , and as the war progresses use surface night attacks until Radar Escorts preclude and snorkles become available. I wonder why when you didn't use the Stadimeter you didn't try to measure distance to target on the map rather than just guessimating, is it to role play a 'snap shot' from experience ?
You commented on how difficult it was to get your range because of the swells in the sea. When you fired your two Torpedoes at that C3 with them set to 5 p.m. you have to remember that those things were difficult for you to get a brain treating also are rising and lowering it shipped and could very easily raise the ship enough for your Torpedoes to go underneath when you only have a draft on the ship of 8.5 M I believe it was a you put it at 5 meters below the water leaving you only 3M
Brilliant wolfpack and thanks i certainly enjoyed that, i have downloaded this game but unfortunately have not had the time to fully play yet, my uboat is in dock waiting for 24 hrs whilst new supplies are brought on board and then hopefully away we go, i hear that it is best to set torpedo depth no deeper than 3.5 as hull depth is not as accurate as we would like, let's hope that the issue gets sorted in a future update
As Captain your responsibility is to keep your ship safe, ensuring further ability to prosecute the war assignments given you by the Admiralty. Disregard of rule#1 will be the undoing of any officer and may result in court martial, and execution in time of war.
just an fyi...if you shoot a slow torp at the 1st ship just as hit passes in front and shoot a fast torp at the ships behind you can learn to hit two ships at the exact same time..in time with some use of maths to calculate torp travel time you can hit 4 ships in convoy all at the same time therefore they can`t react to seeing these fellow ships in there convoy blow up one at a time giving them time to turn and change speed
This is now looking more like a proper sub sim, thanks to the TDC mod. Before it was just a crew simulator. Not impressed with the deck gun sights though. If I was playing, I would just let the crew do it on their own, so what if it takes them 20 times as many shells, it’s not as if you’re short of them. It’s strange that you have to finish off a sinking ship with only its bows still above water - surely she’s a goner and would sink by herself in time? If not, that sucks and kills the immersion. I think you made the right decision to disengage at the end. If the AI was better, those last 2 ships would be zigzagging away like crazy, at twice the speed, and you’d have very little chance of hitting them. 3 ships sunk is enough for one video.
Given enough time they will sink. The game is in real time so I think it just takes a while sometimes. I usually pull out my deck gun and go ham once they're disabled and its safe to do so. And yeah, I agree this TDC mod makes the game a whole new experience for me. As someone who loves SH3, this is looking like it may be my new sub sim here soon. I do like the style/asthetic of the map in SH3 *GWX mod* though, I hope one day there will be a SH3 map style mod port to Uboat
The TDC is a nice addition, but what I really miss is the RAOBF to get accurate distance and angle on bow. An attack disk would be awesome aswell. Whoever plays/played The Wolves of Steel knows these tools Im talking about. Stadimeter sucks and guessing angle on bow sucks too. I hope some modder get them done soon
I don't know if it's because English is not my 1st language, or because it's the first time i see someone playing this game, or because i'm dumb, but i don't understand anything of the maths you're doing XD Great vid though
Great stuff with the TDC and speed chart. But the way the map or seachart is made, i just dont like. The way SH3 has the map in 2D and simple works perfect and is more imersive than the hightech 3D maps of uboat.
Dennis Ejstrup : Agreed. Eye candy is all very well, but it should not be at the expense of functionality. The map is a tool, and a tool needs to work and be easy to use.
Hi. Nice videos you have. Have been watching some of the uboat and more. I do have a question about uboat. How to gain reputation? I have started a new game with U-96. And done some missions. But I never got any reputation when I complete the missions in ports.
Anyone think this game is polished enough to play yet? Ive been holding off buying it because everyone was saying its not quiet there yet but kinda temped to try it out from the Steam sale now.
aren berberian It’s getting there. Massive changes since the beta opened but there’s no real campaign yet. Whereas you’ll see slow changes in SH3 as the war goes on goes on I’m not sure that’s modeled yet here. Last update put in tankers and fixed some of the map travel problems but personally I don’t feel the danger as I do in SH. They have a lot of work to do as Wolf mentions, but the good news is they do plan to do it apparently. I’d grab it on sale and keep an eye on it personally, there’s a couple weeks between builds, waiting on preview 28 rn on experimental branch. Cheers.
I have the conning tower's laughing swordfish logo tattooed onto my right shoulder in lifelong tribute to the tens of thousands of young sailors who died serving aboard U boats. Tot Von Unten!
How do you get the range measurement to move that slow? When I hit the Q&E keys the “double image” goes super fast up or down and it’s hard to be precise.
i noticed while you was using the TDC that when u moved your scope the AOB did not update as you move the scope so it was un-slaved..right? one of my fav tricks once i`am at perfect 90 degrees to the targets course i just point the periscope to 0 dead ahead and set the AOB to 90 left \ right, it gives me the targets AOB then as long as your one perfect 90
Hi wolf, which game do u think is best in terms of Uboat simulation experience. Silent Hunter 3, Silent Hunter 5 or UBOAT? or is there any other which is better than these?
The game has, or had a "bug" where torps were running deeper than they were set when the player chose any depth that was below 2.5 metres. It is probably what caused the misses against the Liberty Cargo. I say "bug" because iirc the torps IRL actually did run deep because of faults in the design or manufacture. Either way though, it is not a designed feature of the game
@@HistoricalWonder720 Wolfpack has likely learned from previous subsim games; it is better to punch holes in the ship as far down the hull as possible. Doing so can reduce the number of fish needed to sink a merchant, and indeed when there is a reliable magnetic detonator the best practice is to send the torpedo to within a couple of metres of the targets keel in such a manner that it actually goes UNDER the ship. Wolfpack did nothing wrong, except to have read the patch notes/dev blog post that states the torps will always run deep if set to anything other than 2.5 metres in that version of the game. fyi in the latest patch, the torps will not run deep unless you are using the version of the torpedo that specifically had that actual issue irl, and the game does warn the player of this fact via the UI
Although you showed the 3-15-method at around minute 13, you did not explain it. Therefore, I tried to figure it out myself and want to share my findings: So essentially, you determine the distance the enemy vessel travels within 3 minutes and 15 seconds. Thus, the time equals to 195 seconds. Speed is defined as distance divided by time. In your example, we had 680 meters divided by 195 seconds, which gives approximately 3.5 meters per seconds. However, we want to know the speed in knots. A knot is one nautical mile per hour, or approximately 0.514 meters per second. So we divide our 3.5 m/s by these 0.514 m/s and get the resulting 6,8 knots. => General formula: speed in knots = (measured distance in meter / 195 seconds) / 0.514 m/s. But why can we approximate the knots by the measured distance? Because we can simplify this formula to: speed (in knots) = distance (in meter) / 100.23 meters. Very nice trick! The only thing I dislike is that you use the map for this trick. For more realism, you should only use your periscope instead.
is there any way you could do a tutorial on how to use the TDC Mod. I love this game but I suck at shooting torps & cant read or understand what most of the knobs do. Please & if you do make a vid teaching how it works, I'd truly appreciate it Thank You Sir
for real. Every content creator I've seen also just blows through AOB. I have no idea how to really calculate it reliably, and not many people are sitting down making videos on it. Pretty much every time I've seen it mentioned or talked about it's just been "Yeah I think the AOB is x" and that's it.
I bought this game because of your videos, man but I am surprised there is no omnicomprehensive realism MEGA mod. So what mods do you recommend? Can you make a full list of the mods you recommend? You or anyone else... I just bought the game, I have no idea of the mods really.
This is fantastic its been one of main reasons for not buying this game yet, my other issues are the merchant ship models it does not look like there are many and for what ever reason they almost look modern until there are better ship models and alot more of them i`am not interested....also never seen a convoy go faster than 5 knots.......was this a bug...until uboat has a ship catalogue like silent hunter i`am not than interested in buying it....please correct me and inform me if this has changed
Thanks for your instructive videos, they have been quite helpful for me to play the game better. I want to know how do you get the x12/x48/x1800/x6500 time compressions and the chronograph symbol on the top left corner of the map screen? Is this a mod, if so what is the link to it? I have B127 current version pof the game but cannot get this in my map screens.
At around the 5:20 mark I accidentally reduced the volume of the vocals. It is back to normal at 7:34 . I am apologize for this issue. I'm kind of annoyed it slipped past me!
Thanks for more sub Sims! Another good segment.
all good man. Great video!
I'm so glad I discovered your channel, theres not enough people covering this sort of content with the quality of editing you have.
Thanks!
I SECOND THIS!! MINDFUL of his viewers, and holds a great attitude throughout his entire channel. Cheers sir
The filters are actually in the base game, also the ship draughtd aren't really properly modelled yet so you shouldn't set torpedos to run any deeper than 3 metres or they will always go right under
I never noticed the filters before haha. Good to know! Also thanks for the info about the ships draft.
@@Ivellios23 thanks, good one to know
Fun fact @Wolfpack345 at around 22:00, it's actually cool to note that they integrated a common signal for abandon ship - '7 short blasts on the ship's whistle and general alarm, followed by a long blast for a period not less than 10 seconds' (at least that's what it is on my ship) I would never want to only hear that twice and the power go out like it did on that ship!
That is awesome, and exactly what UBOAT needs imo :) i'd really like if they would add an option to remove (live) map contacts, so you have to calculate their exact location when intercepting and plotting for an attack.
i'm sure it will come one day tho, it has great potential and it shows :)
I heard there is a mod in the works to fix the map... Time will tell :)
Hi Wolfpack, i think you actually emit more smoke when your diesels are cold, rather than hot.
You are right! My bad!
Diesel engines all ways give off white smoke when cold especially when starting from cold have you seen diesel locomotives when they start from freezing conditions? Jeez they create their own fog😄
This game needs a massive mod that enables a full campaign silent hunter-esque
Silent Hunter needs a masive mod to work like a proper U boat simulator
sh3 was the best. No sim has attracted me since.
Silent Hunter 3 is still a gem of a simulator / game;
a) with the right mods,
b) if it doesn't CTD.
This "Uboat" looks horrible childish crap by comparison, it would piss me off enormously having to micro-manage everything and the "god views" are pathetic.
In an ideal world, I'd love to see the king of them all "Aces of the Deep" given new graphics - the gameplay was always outstanding.
I really enjoyed this game in the few minutes I've played of it, as much as I love SH3 even as modded out as I can get it, it doesn't quite pull off the feeling of the U-Boat having a living and functional crew like this game does.
Yeah I know what you mean. The damage control in this game is top notch. You can really feel the tension.
This sim has the most realistic sea state I've seen....very impressive
But detection of the uboat system is terrible, they are blind as hell
I have always looked for a game with good wate physics and how the bost reacts if you know any please recommend
But this game looks pretty good
I think SH5 still holds the cake for that
Sim? I think not
Try to PLAY Sea of Thieves .. i wrote "play" in upper case, because watching gameplay videos isn't enough. Once you fire it up and sail .. maybe you encounter a thunder storm for the first time ... it doesn't matter how much cartoony the graphics looks, the feeling that you're actually on the wild ocean on a boat IS THERE! Just give it a try .. awesome game, awesome physics
The real consumption mod really complements this perfect. No more running out of battery after 3 hours, and you can actually do proper energy management to squeeze that all day being submerged. Also, heating and water that helps a ton with morale
Great video as always Wolfpack.The Tanker was an Ol-Class tanker.They were pretty common.Little fun fact: The Battleships Nelson and Rodney were mocked by other warships and called Nelsol and Rodnol because the had a simularity to the Ol-class tankers.
Keep up the great work!
Good to know!
Also, How dare they mock Nelson and Rodney!
Why do I always hear the "Das Boot" music in my head when I watch these?
because the Game is inspired by Das Boot, just look at the interior of the Boat
Alaaaaarm!
Even better with the Das Boot music mod. When you spot a convoy, it starts playing the up tempo music from the movie when you're chasing the convoy on the surface, then when you submerge to periscope depth it fades to a calming, yet still tense feeling.
@@gonuts4donuts I was looking for Das Boot mods yesterday. Is there any mod with ambient sfx from the movie or the Alaaaarm sound available? Cheers!
The tanker is an OL-class. They would typically carry the -ol suffix to their name. Fun fact: the Rodney and Nelson's profile vaguely resembled oilers which gave them the slightly derogatory "Rodnol and Nelsonol" nicknames.
Very cool. Trivia, the S3 was mounted vertically in Type II and Type IXs.
Looks like the game is developing nicely. Wow, you now have so many people commenting now. Good for you.
Your playin smart an real dude like aa real captain i love it jus keep makin the desicions u want
Thank you!
When you switch to "Folgen" Periscope Follower and solve for angle on bow, Toggle the lever on the bottom of the computer between the angle on bow indicator and "Streuwinkel" (Angle of Dispersion) when you have it set to Folgen and use this lever the White lamp will illuminate and this means as your periscope follows the target then angle on bow will update. This way you can do your two to three updates of speed and angle and simply fire when your periscope angle comes to or near zero.
ahhhh the TDC mod, reminds be back in SH5 (+ extra realism mods) it took me half a day to sink a transporter because maths, and trigonometry weren't my strongest suits.. but I did love drawing lines on the map
The TDC mod is great. A wonderful addition that was a lot of fun to play with! 10/10!
I thought it was a good idea to disengage.. I enjoy your decision making as much as the actual engagements. You keeping your ship fit to fight another day is as much a part of the experience as the shooting! Hope your move is going swimmingly!
This is a bit after the fact, but it was an OL class tanker - all having names starting with Ol, such as Oleander and Oligarch - and it was the purported resemblance to the shape of those tankers that led to Nelson & Rodney being nicknamed "Nelsol" and "Rodnol"... or so the story goes, anyway.
This kind of thing always makes me wish I played games on PC, rather than on PS4. I'd love to play this, with the 'Das Boot' music in the background.
you're the man at this game my friend!!
I thought the whole idea about a Uboat was to keep the water out not in LOL
I guess you want water in but in a more controlled way :p
I think the water will accumulate slowly in the bilge from imperfect shaft seals on main screw shafts, pumping it out is no problem under normal conditions :)
Nice to see new stuff! Fun and more immersion.
Thanks :)
Love watching these, I'd love to see this game on console.
I am not sure if they have plans to port it.
I’d love it too. But they’d probably have to dumb it down to the point that it’d be horrible. I can’t imagine doing the fine tuning and little adjustments this game requires on a controller. Love your vids Wolf!
Xbox has keyboard for some games
dam that was a awesome end to the battle!oh ya !! was hooded thank's man :) :)
Thanks James! Glad you enjoyed it :)
Love watching you play Wolfpack, keep it up man! 🤟🏻
This is fantastic! Getting better than silent hunter mods
I like the disengage decision, good call
:)
The ship might not have been going faster, your range estimate was just off. It was further than you set, but probably not as far as the game was telling you.
ooohhhhh... TDC... may go back on wishlist :) Thanks for sharing!
It is fantastic!
Can't wait for the next episode!
It will come soon. I had a lot of fun with the TDC mod and I am excited to hop back in :D
Love watching UBOAT gameplay.
Happy to hear it!
Hello.
WOW. ..im liking the cutaway of the sub and detail, thank you.
It's pretty cool indeed!
@@Wolfpack345 I'm thinking maybe one of the better ones
awesome wolf pack good stuff...Uboat finally starting to look like a game i would buy needs some more work 1st but really good content coming from you as always...great watching cheers man and it was smart to disengage i prefer smart over mindless violence hehehee
Thanks! :D
The filters on the UZO are default to uboat, the tdc mod didn't added it. Great video man, I'm watching your silent hunter 4 playlist and actually bought the game 4 days ago and I'm loving it
Is this gonna be a full series in the future once you complete SH3? I find the TDC knob adjustments clicks ASMR-ish
In the future for sure! I just want the game to get a bit further along before I commit to that though.
@@Wolfpack345 Jawohl herr Kapitan!
I never found a single uboat video on this channel except the 8 that are in the playlist
What do you mean?
@@Wolfpack345 well I have searched all over your channel for a previous uboat playlist and I have not found one except this playlist.
Really impressive mod. Thanks for sharing.
YOU MISSED: because the torpedoes did not have time to rise up to your setting of 5-meters! The eels might arm at 300-meters, but you must remember that the torpedo tubes are sitting around 10+meters underwater. They need a certain distance to first stabilize then 'climb' up to the proper setting. You used high speed, 44-kts. That works out to 81.4-kph -- really fast. If my math is correct, those two torpedoes covered the 400-meters in only 22.5-seconds!!! Far too short a time for them to 'rise' up to proper depth for triggering a detonation. (This was a real problem in WWII.) It would be interesting if you repeat the scenario using the 'slow' speed setting at minimum range? I am actually very proud of the Game Developers that they modeled this feature of submarine warfare! I wonder if it is modeled in Silent Hunter III? Live and learn, Herr Kapitan, live and learn.
I missed because the proper draft of the ships are not correctly modeled. Apparently a known issue with the game.
@@Wolfpack345 Have you read James French commentary?
love how the boats just sit there waiting to be hit
you know they actually move, right?
Nice, informative video. Kudos for non inserting yourself into it like so many do.
Thanks! Glad you enjoyed the video.
just installed the game cant wait to play
Love the potassium absorbers so the crew can breathe...😂
What you took for fliters are actualy the 3 different lightings: red yellow and blue, red is supposed to help seing at night, it's in the base game! :)
What about the blue?
The blue filter is for when you find that hospital ship when you're low on tonnage for the patrol.
Make sure to never attack a fellow uboat. You’ll be sorry lol
I gotta try it now!
Entertaining and informative videos great work!. you are evidently an experience computer Uboat skipper and I hope anything I say here does not sound harsh or over critical or presumptive, I am enjoying throughly watching your channel and they make me wish to start up new game careers and try to get even a little as good as you are at getting results.
Asssuming a role play for the moment as I do not know they level of detail of graphic representation of these things but it seems to me that the Liberty Ship "misses" were, by visuals, because the ship was running empty hence riding higher than the recognition book's assumed draft. You can practically see her props while the other "Main Target" was so low she was almost getting lost visually by the sea state.
It is not unreasonable to also supposed that if indeed there were a critical cargo but no escort available at point of origin than a weakly armed Liberty ship one could imagine it being used as a Q-boat, decoy vessel.
There would be good possible motivations; the assumption of comparable values; that an unladen liberty could maneover faster and somewhat more "spritely" than one having to use horse power to move dead weight; the lack of available escorts at this time period; the time need to man, train, equip and disperse to stations any new Escorts made available.
It would also act as a decoy that might tempt an inexperienced Uboat Captain to fire as you did under her keel or even fire at the liberty first as the only "armed escort" with the presumption that the uboat could then use her deck gun for BOTH the over ships in the convoy, expending only 2 torps rather than 4.
Think of it as a poor desparate gamble to use the only ship available as a Q-ship, also known as Q-boat, decoy vessel, special service ship.
The destroyers-for-bases deal was an agreement between the United States and the United Kingdom on September 2, 1940, according to which 50 Caldwell, Wickes, and Clemson class US Navy destroyers were transferred to the Royal Navy from the United States Navy in exchange for land rights on British possessions.
.... and only 30 were in service by May 1941
ref: en.wikipedia.org/wiki/Destroyers-for-bases_deal
BTW why are you submerging so soon, well before visual range. 'Bow on' the u boat was very hard to spot on the surface, you can run slow on Diesel save battery and air yet still run faster than submerged and maintain easier better contact visually. 1941 and your AO you have low need to fear Air cover, little risk of Radar equiped Escorts, or ASW attack groups.
You can also try time delayed torp attacks on 2 targets, ie fire slower runners at closer target first then fire fast torps at 2nd more distant target (or variations of the idea).
If timed right the 2nd hit target has little time to react and begin evasive manoevers.
Further thoughts but I am sure you already are aware of ALL of this,
Try to try to make measurements and attacks as close to a stand still as feasible, it reduces a variable. And reduces scope wake and scope detection over distance.
Try to time attacks if possible/necessary to times of reduced light levels (dawn, dusk, both pre/post) , and as the war progresses use surface night attacks until Radar Escorts preclude and snorkles become available.
I wonder why when you didn't use the Stadimeter you didn't try to measure distance to target on the map rather than just guessimating, is it to role play a 'snap shot' from experience ?
3 kills, and a chance at a battleship right decision. Good hunting!
The ocean looks real nice
I think disengaging was the right move. You can never tell how many torpedoes it will take to sink a battleship.
You commented on how difficult it was to get your range because of the swells in the sea. When you fired your two Torpedoes at that C3 with them set to 5 p.m. you have to remember that those things were difficult for you to get a brain treating also are rising and lowering it shipped and could very easily raise the ship enough for your Torpedoes to go underneath when you only have a draft on the ship of 8.5 M I believe it was a you put it at 5 meters below the water leaving you only 3M
Another great vid. Will you be doing a more step by step video of the TDC process for us recently qualified U-boat captains?
Brilliant wolfpack
and thanks i certainly enjoyed that, i have downloaded this game but unfortunately have not had the time to fully play yet, my uboat is in dock waiting for 24 hrs whilst new supplies are brought on board and then hopefully away we go, i hear that it is best to set torpedo depth no deeper than 3.5 as hull depth is not as accurate as we would like, let's hope that the issue gets sorted in a future update
Great video!
God I wish myself a game like this, but age of sail.
When you have a tonage to sink you do not have to do it inside your patrol area for it to count. ;)
Good to know!
As Captain your responsibility is to keep your ship safe, ensuring further ability to prosecute the war assignments given you by the Admiralty. Disregard of rule#1 will be the undoing of any officer and may result in court martial, and execution in time of war.
More please, I like it
just an fyi...if you shoot a slow torp at the 1st ship just as hit passes in front and shoot a fast torp at the ships behind you can learn to hit two ships at the exact same time..in time with some use of maths to calculate torp travel time you can hit 4 ships in convoy all at the same time therefore they can`t react to seeing these fellow ships in there convoy blow up one at a time giving them time to turn and change speed
This is now looking more like a proper sub sim, thanks to the TDC mod. Before it was just a crew simulator.
Not impressed with the deck gun sights though. If I was playing, I would just let the crew do it on their own, so what if it takes them 20 times as many shells, it’s not as if you’re short of them.
It’s strange that you have to finish off a sinking ship with only its bows still above water - surely she’s a goner and would sink by herself in time? If not, that sucks and kills the immersion.
I think you made the right decision to disengage at the end. If the AI was better, those last 2 ships would be zigzagging away like crazy, at twice the speed, and you’d have very little chance of hitting them.
3 ships sunk is enough for one video.
Given enough time they will sink. The game is in real time so I think it just takes a while sometimes. I usually pull out my deck gun and go ham once they're disabled and its safe to do so.
And yeah, I agree this TDC mod makes the game a whole new experience for me. As someone who loves SH3, this is looking like it may be my new sub sim here soon.
I do like the style/asthetic of the map in SH3 *GWX mod* though, I hope one day there will be a SH3 map style mod port to Uboat
The TDC is a nice addition, but what I really miss is the RAOBF to get accurate distance and angle on bow. An attack disk would be awesome aswell. Whoever plays/played The Wolves of Steel knows these tools Im talking about. Stadimeter sucks and guessing angle on bow sucks too. I hope some modder get them done soon
I have a feeling that will be modded in eventually as well.
Good mission, cya tonite with the stream
Cant wait until they add the type ix.
Type XXI and XXIII :-D
All we need are vii, ix and xxi. Dont need no midget subs.
I don't know if it's because English is not my 1st language, or because it's the first time i see someone playing this game, or because i'm dumb, but i don't understand anything of the maths you're doing XD
Great vid though
Haha sorry! I could do a better job at explaining things. Thanks for watching:)
I was going to mention this TDC mod but I figured you new about it.
Great stuff with the TDC and speed chart. But the way the map or seachart is made, i just dont like. The way SH3 has the map in 2D and simple works perfect and is more imersive than the hightech 3D maps of uboat.
Dennis Ejstrup : Agreed. Eye candy is all very well, but it should not be at the expense of functionality. The map is a tool, and a tool needs to work and be easy to use.
Tanker got hooded
Looked like it haha
Mission comes first!
Hello there.
I am still trying to understand the TDC. How do you know it is time to fire ?
Also, the torpedoes make turns ? Or they just go forward ?
Hi. Nice videos you have. Have been watching some of the uboat and more.
I do have a question about uboat.
How to gain reputation?
I have started a new game with U-96.
And done some missions.
But I never got any reputation when I complete the missions in ports.
another great vid! do you just use the TDC mod or are there any others that you'd recommend?
You dont need to be inside the box for it to count as tonnage. You can reach your tonnage goal even before you get to the sector
Good to know!
Would love to see a quick TDC tutorial video.
I'll get started on one. I think it would be good for the community.
Anyone think this game is polished enough to play yet? Ive been holding off buying it because everyone was saying its not quiet there yet but kinda temped to try it out from the Steam sale now.
aren berberian It’s getting there. Massive changes since the beta opened but there’s no real campaign yet. Whereas you’ll see slow changes in SH3 as the war goes on goes on I’m not sure that’s modeled yet here. Last update put in tankers and fixed some of the map travel problems but personally I don’t feel the danger as I do in SH. They have a lot of work to do as Wolf mentions, but the good news is they do plan to do it apparently. I’d grab it on sale and keep an eye on it personally, there’s a couple weeks between builds, waiting on preview 28 rn on experimental branch. Cheers.
Buy it before they raise the price lol. Id say its good enough. I prob have 80+ hours, i cant get my sh3 mods to work so it fills that spot.
@@2017NSDQ Ok thanks. I bought it, but i might wait a few months till its officially out of early access
I have the conning tower's laughing swordfish logo tattooed onto my right shoulder in lifelong tribute to the tens of thousands of young sailors who died serving aboard U boats. Tot Von Unten!
How do you get the range measurement to move that slow? When I hit the Q&E keys the “double image” goes super fast up or down and it’s hard to be precise.
I thînk you can use the mouse.
Nice ! Can we create scenario with an editor please ?
Battleship torpedoed next please ❤️
i noticed while you was using the TDC that when u moved your scope the AOB did not update as you move the scope so it was un-slaved..right? one of my fav tricks once i`am at perfect 90 degrees to the targets course i just point the periscope to 0 dead ahead and set the AOB to 90 left \ right, it gives me the targets AOB then as long as your one perfect 90
Nice Channel! Do you know the film „das Boot?“ Greetings from the kingdom of Württemberg
Who doesn't? ;-)
Silent Hunter 6 is here!
It certainly has a lot of potential!
can the objective blip on the map be turned off? It's quite unrealistic that the uboat could track the target that easily.
I like this game better than silent hunter cuz its a difficult game wraped in easy to understand mechanics
Hi wolf, which game do u think is best in terms of Uboat simulation experience. Silent Hunter 3, Silent Hunter 5 or UBOAT? or is there any other which is better than these?
I prefer Silent Hunter 3.
The game has, or had a "bug" where torps were running deeper than they were set when the player chose any depth that was below 2.5 metres. It is probably what caused the misses against the Liberty Cargo.
I say "bug" because iirc the torps IRL actually did run deep because of faults in the design or manufacture. Either way though, it is not a designed feature of the game
There was still zero reason to set it to 5m. It was just a pointless and ridiculous decision. Just do 1 to 2m to guarantee a hit. Especially at 400m
@@HistoricalWonder720 Wolfpack has likely learned from previous subsim games; it is better to punch holes in the ship as far down the hull as possible. Doing so can reduce the number of fish needed to sink a merchant, and indeed when there is a reliable magnetic detonator the best practice is to send the torpedo to within a couple of metres of the targets keel in such a manner that it actually goes UNDER the ship. Wolfpack did nothing wrong, except to have read the patch notes/dev blog post that states the torps will always run deep if set to anything other than 2.5 metres in that version of the game.
fyi in the latest patch, the torps will not run deep unless you are using the version of the torpedo that specifically had that actual issue irl, and the game does warn the player of this fact via the UI
Where did you get such a fast trip? x12 x48 x1800 x6500?
Although you showed the 3-15-method at around minute 13, you did not explain it. Therefore, I tried to figure it out myself and want to share my findings:
So essentially, you determine the distance the enemy vessel travels within 3 minutes and 15 seconds. Thus, the time equals to 195 seconds. Speed is defined as distance divided by time. In your example, we had 680 meters divided by 195 seconds, which gives approximately 3.5 meters per seconds. However, we want to know the speed in knots. A knot is one nautical mile per hour, or approximately 0.514 meters per second. So we divide our 3.5 m/s by these 0.514 m/s and get the resulting 6,8 knots.
=> General formula: speed in knots = (measured distance in meter / 195 seconds) / 0.514 m/s. But why can we approximate the knots by the measured distance? Because we can simplify this formula to: speed (in knots) = distance (in meter) / 100.23 meters.
Very nice trick! The only thing I dislike is that you use the map for this trick. For more realism, you should only use your periscope instead.
the draft of the ships are broken in uboat i think anything below 3.5 meters will just go under them
Ah that explains it. Thanks for letting me know.
Hopefully that can be patched
I know in the tutorial they have you go salvage a sunk ship. Do you ever go after the experimental stuff you sink?
is there any way you could do a tutorial on how to use the TDC Mod. I love this game but I suck at shooting torps & cant read or understand what most of the knobs do. Please & if you do make a vid teaching how it works, I'd truly appreciate it Thank You Sir
for real. Every content creator I've seen also just blows through AOB. I have no idea how to really calculate it reliably, and not many people are sitting down making videos on it. Pretty much every time I've seen it mentioned or talked about it's just been "Yeah I think the AOB is x" and that's it.
I bought this game because of your videos, man but I am surprised there is no omnicomprehensive realism MEGA mod.
So what mods do you recommend? Can you make a full list of the mods you recommend?
You or anyone else... I just bought the game, I have no idea of the mods really.
Maybe a period correct Kriegsmarine battle flag mod too, though that would offend some gamers
QUICK GET TO THE BISMARCK!!!!
(If you don’t get it search when the Bismarck sank)
where can get the mod for the travel speed x12+ ?
This is fantastic its been one of main reasons for not buying this game yet, my other issues are the merchant ship models it does not look like there are many and for what ever reason they almost look modern until there are better ship models and alot more of them i`am not interested....also never seen a convoy go faster than 5 knots.......was this a bug...until uboat has a ship catalogue like silent hunter i`am not than interested in buying it....please correct me and inform me if this has changed
Which do you recommend for single player--wolfpack or uboat?
Uboat is a better single player experience imo.
can you upload the tdc mod? Im unable to download it from steam.
Was hoping this game would be a upgrade to silent hunter wolves of the pacific was seriously disappointed when it wasn’t
Thanks for your instructive videos, they have been quite helpful for me to play the game better. I want to know how do you get the x12/x48/x1800/x6500 time compressions and the chronograph symbol on the top left corner of the map screen? Is this a mod, if so what is the link to it? I have B127 current version pof the game but cannot get this in my map screens.
You need to be set in realistic time rather than dynamic
Just got the game
I would like to know if there are or there will be war navies in this game because i saw only commercials navies