Second battle of the Luzon Strait - Cold Waters DotMod: South China Sea #24 (Submarine Simulation)
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- Опубликовано: 17 ноя 2024
- Cold Waters DotMod.v0.4a-2b
Campaign Status: HMAS Rankin (S78)
Submarine Kills: 50
Han: 7
Ming: 12
Romeo: 9
Victor III: 11
Kilo: 4
Song: 5
Akula: 2
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Surface Ships: 60
Luda: 15
Jianghu: 2
Jianghu3: 7
Jiangwei: 7
Chengdu: 5
Dajiang: 1
Sovremenny: 4
Huangfeng: 6
Luhu: 2
Qiongsha: 2
Yukan: 2
Yuting: 6
Kara: 2
Chilikin: 1
Kiev: 1
Fuqing: 1
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Total Tonnage: 490,394
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The Royal Navy sub captain who sank the German sub in WW2 shot 4 torpedoes. He knew roughly where the German sub was from the hydrophones, and the snorkel confirmed it. The first 3 torpedoes were a spread at the German submarine's location. The fourth was to where he'd go to if he was in the German sub captain's position and heard a spread of torpedoes being launched. It was the fourth torpedo that hit and sank the German sub.
It also helped that the Brit sub captain was a mathematician.
Unfortunately, the island near the U-boat's wreck site is now worrying about mercury contamination from the corroding containers from that sub (that U-boat was coming home from Japan when it was sunk).
I used to play this back when it was called ''Red Storm Rising'' after the Tom Clancy novel.This was back in the 80's on a Amiga 500. Great game and well played MagzTV
The first wire guided torpedo was developed by Irish born Australian inventor Louis Brennan in 1874.
Damn Aussies, see what beer does!
25 Victor IIIs produced. You're not quite halfway through their stocks.
Well, looks like I have more work to do then.
Just had to give me a heart attack with that Merchant nearly tearing off your radar mast and or sail
The US built its own acoustic torpedo called the Mark 24 mine. Used it for anti-sub warfare. Being in a sub thinking you're safe underwater after an air attack and then hearing a torpedo must have been terrifying.
12:45 Well, that and the fact that modern torpedoes can independently home in on a target
I beleive the first 'modern' wire guided as we know them today torp for the USN was the Mk37 Mod1 which I thiiiiink came into service in 1965 (the Mod0 was earlier but it was passively homing without input from the launching sub). I can't remember if this is the first modern wire guided or if the brits beat the USN into service though I'm pretty sure their first full production run wire guided was the tigerfish torpedo.
There were accoustic and wave homing torps palyed around with in WW2 but the allies really didn't have a reason to persue development that much (as Magz said, sub on sub hunting wasn't especially common, and the allies were more concerned about making their warship launched and arial launched torps actually *working* *coughmk6explodercough* and while the germans did persue it, they kind'a had other things they were looking into as well....
28:55 Yeah, that always annoys me a bit, it's not our fault we stumbled across an enemy sub en-route to our actual mission.
Great video! Always love these to appear on my feed.
Magz in the DOT mod if you enable the active mode on the torpedo while wire guided the torpedo will relay its sonar readings back to your ownship, this way you can fire the torp blind and use the active guidance to search for targets, this way you can see beyond you sensor range or behind noisy wrecks.
That's not Dotmod mate, that's a Vanilla Cold Waters mechanic and it's not just active, sounds picked up by the passive sensors on the Torpedo are also relayed so long as the wire is present as well.
@@MagzGTV I dont know if it is a bug then, but I notice that only active seems to relay sonar data in Dot Mod for some reason. Try it and see, the moment you pick something up on active torp you instantly get 99% solution and 3d view, but if you turn it to passive it usualy doesnt get that 99%Sol.
**points at 20 odd videos of early unmodded vanilla cold waters of me using torpedos active and passive sonar to sniff out targets recorded before dotmod or Epic mod ever existed** It was a thing then, its always been a thing, Dotmod may have changed exactly how the mechanic worked but I have been using torpedo's as bloodhounds for as long as the game has been out and I have the videos on this channel to demonstrate it.
SH4 is my favorite sub sim.
I would love to see this game as a player versus player game. Also surface ships should be playable in the multi platform game. Each player would see the total game from their point of view.
Why is Command so passive-aggressive sometimes?
U-864 was the sub sunk in case anyone wants to look it up
Would love to see a Silent Hunter V WW2 campaign!
What I've always wondered with this game is weather or not every loss is really counted against the enemy? Like do they actually have a budget for ships and every ship you sink is subtracted from their totals? Or do new ships just spawn endlessly based on missions?
In the Vanilla game no, in this version of the mod manufactured numbers are meant to be taken into account on some of the ships and subs, it's why I am keeping a kill count in the video description for the whole campaign.
Imagine, if you would, a small drone launched from a torpedo tube. It flies into the general area of a known, but unsubstantiated submarine contact, and waters itself. It dives down to a preset depth and releases a small but very powerful sonar repeater. The drone swims to the surface, climbs to altitude, contacts the submarine via laser data link and request a torpedo at its location. The submarine, being more than happy to do so, launches a swim out torpedo and vacates the area. The torpedo locks onto a pre-set underwater beacon and reports to that contact. Once the contact is established the previously deposited sonar marker looses its mind and floods the water with high energy sonar illuminating the target. The torpedo, slaved to the sonar now attacks and kills the target with extreme prejudice, the host submarine no longer in the same zip code. Pretty scary, if such a system existed…
When identifying a Song, are you supposed to say, "Hello, Sweetie?"
Yes, wire guided is very easy especially when the player has god view to guide the torp :D Wonder how they did it without god-view ?
Same way as I do it when I only use the map, the exact layout of the weapons control screen wont be the same of course but the weapons officer will have a screen that carries all the sensor data recorded from the other stations on the Submarine arrayed in a targeting solution that gives both location and depth of both the torpedo and the target, from there they make the two meet.
The major difference is that in Cold Waters the torp requires a direct contact with the target to kill, in real life anywhere within 100m roughly is enough to kill the target as the explosion creates a massive pressure shockwave and a split second cavity in the ocean that when combined will crack the targets spine and split them in two.
So you don't need to be quite as accurate IRL.
@@MagzGTV The camera view, from behind the torp. where see the torp and oncoming enemy sub, is a kind of god-view. I doubt the weapons officer has that ?
Do you know you can record your screen with obs i think up to 1440p
Yeah, actually the software I use can record up to 4k and I play at 1440p myself.
I upload at 1080p because the videos are around 6gig at that resolution, at 1440p they are closer to 15gig, and at 4k (which I can also play at and record at on my other monitor if I wish) your looking at between 20 and 25 gig for a video of this length.
I also have shit-tier Australian internet which means uploading a 1440p or 4k video would tie up my internet connection to the point of being unusable for anything else for between 6 to 10 hours for each video upload and frankly, I don't want to do that.
The problem with WW1 subs is they were not really "Submarines" but "simi-submersible" boats. They spent most of their time on the surface and killed most of their targets with the deck gun. It still could be a fun game but would not be a classic sub game.
equally problematic is the pre-cold war era, Though I am no expert and there could be some cool tech I am unaware of. You have some new missile tech introduced but other than acoustic homing advances i'm not sure what they would have that your basic WW2 boat wouldn't have had?
While true there is still a tactics and simulation title there to be tried, I mean WW2 U boats and submarines also spent more time on the surface than submerged and would often use the deck gun over torpedos, especially in the early stages of the war.
As for post-war, Woah yeah there is a lot to unpack. So most post-WW2 boats took design queues and technology from captured German-type XXI submarines. For the US they took a lot of the technology used in the GUPPY (Greater Underwater Propulsion Power Program) and for the Russians. . well, they basically wholesale copied the design for their Whiskey, Zulu, and Romeo Submarine classes. In either case, this led to new diesel-electric submarines that not only had better sensor systems but were different from their WW2 counterparts by being both faster submerged than on the surface and being able to stay submerged for days at a time in combat trim rather than the hours that the Subs of WW2 where limited to while being active.
This is before we also take into account that an early cold war sub sim would have to include the very first generation of nuclear-powered submarines for both the US (USS Nautilus, 1954) and the Russians (Project 627, 1957) would have to be included and those massively change how Submarine strategy played out.
There is a couple of sub-sims here at least that no one has ever tried.
@@MagzGTV Awesome and very detailed response, Thank you. Still doesn't sound like my kind of game but I would happily watch you play it all day :D
I may have asked this before, is there an end game either winning or losing the war?
Yes, your performance in missions is tracked as a score, as you reach the end of the game depending on how well you are doing you'll be given a series of final missions that reflect your performance with the final mission always being to sink an enemy boomer (ballistic missile submarine) that's threatening to launch nukes. Sinking it ends the war and the overall outcome of the war is reflected in your mission performance overall.
@@MagzGTV Thanks
Everything being equal is ther an optimal range to launch a torpedo so the launch won't be detected?
That optimal distance changes based on a number of factors, ambient ocean noise, the quality of the enemy sub's sonar, what direction the enemy sub is facing, what direction your sub is facing. In addition if you shoot first it means that their torpedo likely won't get to you before yours gets to them and you can hang on to your wire longer... Rocket launched torps will ruin this advantage for you though. Lastly it's worth mentioning torpedo speed and speed of the enemy sub as well... Although I don't believe this is much of a factor in the 1984 or 2000 campaign it definitely can be factor in the 1960's campaign who shoots first, detects first, and who has the faster or better torpedo matters. Often in that campaign I would have to fire two torps and pincer my enemies with them because they were faster than the torps.
SWEET
9:45 cheater! Torps aren't guided into the target by the operator pulling the wire.
Correct, no one pulls a wire, they send and receive electrical impulses via a control console down the wire to guide the torpedo.
No pulling necessary.