I've watched quite a few CW tutorials mostly from Jive Turkey but this is by far the best and most basic but informative tutorial i've seen on CW. Well presented, definitive and informative without any clutter that would normally have you switching off in the first 2 minutes much like listening to a Backaftys run ashore dit. The only thing missing from this brief was the steward coming in to deliver a tray of 4 o'clockers. I would like to see more tutorials shipmate on as much as you can cover such as different NATO platforms and thier capabilties within the time periods, weapons tactics, evasion from skimmers and aircraft, the use of layers including the pro's and cons. In lockdown so like a 3 badge elephant i'm all ears and subscribed.
Yes that is a good idea! It’s hard to show that because it is sooo inconsistent and hard to repeat - but I think is possible thanks to some of the work done by someone who helped in epic mod to show more “under the hood” magic.
Short and very simple to understand it's basically watch ur numbers against the contact numbers and comparison easy simple straight to the point. I recommend the next video is how to do evasion torpedo Thank you my fellow Seaman
That’s a good idea! I could do shallow, deep water, moss employment, decoy employment, knuckles, extending range and of course a “know your weapon” bit.
More tutorials yes please! No jibba jabbering & strait to the point, clear & concise tuorial. Subbed by the way & will keep an eye out for future content.
Very good short video. I‘d be interested in one about towed array. Which speed it works at, when it gets damaged ? How close to ground or surface it stops working ? Can you still get in the baffles of an enemy sub that has an towed array ? How many degrees you have to zigzag from you main course to spot units behind you ?
Thank you for the inspiration! The towed array one is more challenging since I am using epic mod, this changed the way it works (you need to manually deploy it, and it can be destroyed above 20kts). I think the arc for baffles is 60 degrees from directly behind; it is possible to get in baffles with an array but that arc is reduced to essentially directly behind the contact with no room to play (the advantage this can provide is allowing you to “duck” below 0 again on the signature strength read out, so it’s not a total waste). I’m glad you liked the video!
How does the "level" of signal quality affect Target Solution quality? What is the algorithm here? Something like each minute you 10+ your Target solution goes up 5%? How does the Target solution work?
Hello! Good questions, the manual says: Rate of Target Solution Accuracy Increases with: - Selecting a contact as your current contact - Stronger signal detected from the contact. - Knowing the type of contact you are tracking, see Signature Analysis. - High rate of bearing change over time to contact. - Accurately ranging the contact using active sonar, laser (marking the target with periscope) or radar. Rate of Target Solution Accuracy Decreases with: - Weaker signal coming from the contact. - An unclassified or incorrectly classified contact. - Changes in contact course or speed. - Losing contact with the target. - Low rate of bearing change over time to contact. - Contact firing a decoy torpedo. -- Hopefully this helps! Unfortunately I do not know the inner algorithm of the game. Albeit I do have a snippet of the code, but not being a programmer its a tad vague (to me). If you wish to see, feel free to hop onto my discord and I will share it with you.
Thank you for this! I wonder if you would be kind enough to explain thermal layers and ducts in a future video or perhaps even just here. I understand the concept of a thermal layer, it acts as a sonar barrier between warm suface water (the duct) and cold deeper water, and understand what a weak, moderate or strong layer refers to. But I don't understand what a weak, moderate or strong duct really means and its affect on sonar. Thank you for your consideration.
I was thinking of covering it in a more “tactical employment” style video that expands on this premise and cuts between the various layers showing the change in detection. But the inclusion of too much detail may be confusing, since cold waters basically adds a modifier to “simulate that effect”. With that being said including the premise is essential so I will certainly include some detail. Another great subsim is dangerous waters; and FPSCHAZLY has done some great tutorials on the subject. He uses real world concepts for a different game, but he does a great job of explaining them! I recommend having a look 🙂. ruclips.net/video/xU2xNz0PJBE/видео.html
Blast! That would have been a great example during the explanation. The sub had the Moskva all the time, except when active. In that moment, both units had each other.
@@SchrodingerDeeps yeah, I thought so too. It makes sense if active sonar makes you both "deaf" and very noisy for a while. I mean, try and shout out loud when you walk in a deep valley, while listening for other people simultaniously. Is there also a recipe for how to disapear when you are counter detected?
Tricks exist, exploiting thermal layers / positioning, speed and depth of water and contact masking. Once they have you it is far harder to escape - I wrote a much larger tutorial initially with a far greater scope - it became huuuuge! But these are the questions that make me want to do more :).
I just read your comment a little more carefully, using active on your own vessel does not blank your passive sensors. It does give a bonus to all other units listening to you however.
@@hantykje3005 Once detected? There's not much you can do other than engage, evade the incoming shots, and slink away to reattack. Enemy ships and subs that can attack you will chase down the bearing that they have to you and only turn back if they detect a torpedo headed at them.
I would love to see a video about helicopters and planes, I could stay undetected by ships. But sometimes the helicopters and planes nail me down very early, I'm not really sure how they do that.
Ahh yes, so they fly about in a search pattern - helicopters will “dip” sonar around and if close enough, detect you. In vanilla you can’t see when they do this except visually, however with epic mod (and dot mod I believe) this will be indicated on your map. Aircraft using MAD (magnetic anomaly) detection will search around the map and insane speeds, but they only get you at PD - 100meters I think (but need to check) I do not think this shows on the map, but may be wrong. To avoid stay away from PD unless absolutely required and if detected use a MOSS or decoy nice and early, go as deep as your submarine allows!
@@SchrodingerDeeps what is PD? i cant avoid any aircraft, at any speed, even when using moss. i try to go slow and send moss the other way. same with going fast the other way. they always track me down perfectly and i got nothing to do about it.
@@cobrazax PD is periscope depth. Aircraft are a nightmare! Once they have you its a world of hurt. Be wary of sticking any masts out of the water - track below the layer (if you can and if it's practicable). Never cavitate unless failing to do so will kill you quicker. Fast and deep, slow and shallow. But whenever possible slow and deep. IF you are in shallow water you can use decoys to drive the weapon into the bottom by skimming as close as you dare and dropping a decoy early. I wish you good luck.
@@SchrodingerDeeps Skimming? I dont understand. How can masts be detected? If they are deployed for more than 10 seconds or what? I often use periscope for a short time only. Take it down and up again. Even click down for a sec which cancels the periscope mode, then back up within a sec to keep using it. Im not sure that this is safe. Planes ans heli can sometimes find me when i dud nothing...and then its impossible to avoid them ever again. They track u at all depths and all speeds usually...but especially when u cannot dive deep. Its better to go slow va them? Or fast?
Sorry by ‘skimming’ I mean moving as close to the bottom as you dare when evading an incoming torpedo and dropping a decoy will often kill the enemy weapon. Which is always nice! As for the periscope detection - the ESM detector should be ignored entirely. It is very risky to use any mast when aircraft are about. Even a ‘peak’ can get you detected - you won't know where it is until the damn thing is already in the ‘dip’. Regarding speed - against passive sonar dips then slow is better. It's like avoiding a ship or submarine: only it randomly appears absolutely anywhere. The range it will detect you is reduced if you are slow, and reduced further if you are below the thermal layer. If it's active then the layer and range is your only friend - speed doesn't matter anymore. They can just randomly get you and if does, it will attack. Changing direction helps in evading, as does staying deep. The enemy planes have MAD - magnetic anomaly detectors. They just need to fly over you, but will only get you at relatively shallow depths. Down to maybe 100m (I can't remember sorry). Aircraft can be the most frustrating part of the game - a wild card that will suddenly put all your plans into chaos. Avoid getting kill hungry, sometimes just hitting the mission target is enough. Escape and failure is also allowed! Are you playing with any mods? Some of them make the game MUCH harder and force you to start in ludicrously bad submarines..
@@SchrodingerDeeps Oh ok. Its really hard...i did finish some campaigns at elite difficulty though. U need to get super close with the early campaign. Aircradt are always almost impossible to avoid, sometimes even before u get sonar detected!! Getting rid of them us literally impossible, especially in shallow waters and i dont know what to do.
¡Hola! Este simulador no lo hace. Solo conozco un simulador de submarinos moderno en desarrollo llamado Modern Naval Warfare, aún no se ha lanzado. Tendrá vistas internas y multijugador multijugador. Sin embargo, muchos simuladores de la Segunda Guerra Mundial tienen vistas internas funcionales: Silent hunter, wolf pack, uboat. Lo siento si esto es confuso, estoy usando Google Transulate.
I now have logged about 12 hours on this sim. And you know what? This is just like SFC! It's Starfleet Command but using subs instead of star ships. It is true...
Thank you. While I have a few completed campaigns under my belt I still never fully understood all of this. This helped immensely thanks.
I've watched quite a few CW tutorials mostly from Jive Turkey but this is by far the best and most basic but informative tutorial i've seen on CW. Well presented, definitive and informative without any clutter that would normally have you switching off in the first 2 minutes much like listening to a Backaftys run ashore dit. The only thing missing from this brief was the steward coming in to deliver a tray of 4 o'clockers. I would like to see more tutorials shipmate on as much as you can cover such as different NATO platforms and thier capabilties within the time periods, weapons tactics, evasion from skimmers and aircraft, the use of layers including the pro's and cons. In lockdown so like a 3 badge elephant i'm all ears and subscribed.
Haha thank you shipmate! I’ll endeavour to keep the gash ones flowing. Very well said (especially the bin bags run ashore 😇).
short and sweet, would be interested to see testing on things like launch transients detection range for instance. keep it up!
Yes that is a good idea! It’s hard to show that because it is sooo inconsistent and hard to repeat - but I think is possible thanks to some of the work done by someone who helped in epic mod to show more “under the hood” magic.
Nice little Tutorial! I like it, because its easy to understand and its short!
Thank you I will try to keep them a similar format 🙂.
Nice change of pace and very informative. Thanks Deeps!
Thank you ☺️
Short, sweet and better than anything in the manual, Cheers!!!
Thanks!
Short and very simple to understand it's basically watch ur numbers against the contact numbers and comparison easy simple straight to the point. I recommend the next video is how to do evasion torpedo
Thank you my fellow Seaman
That’s a good idea! I could do shallow, deep water, moss employment, decoy employment, knuckles, extending range and of course a “know your weapon” bit.
More tutorials yes please!
No jibba jabbering & strait to the point, clear & concise tuorial.
Subbed by the way & will keep an eye out for future content.
Thank you!
Thanx we will wait more tutorials nice work man
I like the Crimson Tide music. Thank you for the instructions !
very good and simple explanation thank you !
Short and precise, thanks a lot!!
Thank you :)
Very good short video.
I‘d be interested in one about towed array.
Which speed it works at, when it gets damaged ?
How close to ground or surface it stops working ?
Can you still get in the baffles of an enemy sub that has an towed array ?
How many degrees you have to zigzag from you main course to spot units behind you ?
Thank you for the inspiration! The towed array one is more challenging since I am using epic mod, this changed the way it works (you need to manually deploy it, and it can be destroyed above 20kts). I think the arc for baffles is 60 degrees from directly behind; it is possible to get in baffles with an array but that arc is reduced to essentially directly behind the contact with no room to play (the advantage this can provide is allowing you to “duck” below 0 again on the signature strength read out, so it’s not a total waste). I’m glad you liked the video!
How does the "level" of signal quality affect Target Solution quality? What is the algorithm here? Something like each minute you 10+ your Target solution goes up 5%? How does the Target solution work?
Hello! Good questions, the manual says:
Rate of Target Solution Accuracy Increases with:
- Selecting a contact as your current contact
- Stronger signal detected from the contact.
- Knowing the type of contact you are tracking, see Signature Analysis.
- High rate of bearing change over time to contact.
- Accurately ranging the contact using active sonar, laser (marking the target with periscope) or radar.
Rate of Target Solution Accuracy Decreases with:
- Weaker signal coming from the contact.
- An unclassified or incorrectly classified contact.
- Changes in contact course or speed.
- Losing contact with the target.
- Low rate of bearing change over time to contact.
- Contact firing a decoy torpedo.
--
Hopefully this helps! Unfortunately I do not know the inner algorithm of the game. Albeit I do have a snippet of the code, but not being a programmer its a tad vague (to me).
If you wish to see, feel free to hop onto my discord and I will share it with you.
Thank you for this! I wonder if you would be kind enough to explain thermal layers and ducts in a future video or perhaps even just here. I understand the concept of a thermal layer, it acts as a sonar barrier between warm suface water (the duct) and cold deeper water, and understand what a weak, moderate or strong layer refers to. But I don't understand what a weak, moderate or strong duct really means and its affect on sonar. Thank you for your consideration.
I was thinking of covering it in a more “tactical employment” style video that expands on this premise and cuts between the various layers showing the change in detection. But the inclusion of too much detail may be confusing, since cold waters basically adds a modifier to “simulate that effect”. With that being said including the premise is essential so I will certainly include some detail.
Another great subsim is dangerous waters; and FPSCHAZLY has done some great tutorials on the subject. He uses real world concepts for a different game, but he does a great job of explaining them! I recommend having a look 🙂. ruclips.net/video/xU2xNz0PJBE/видео.html
@@SchrodingerDeeps Thank you!
Excellent, I'm interested in your tutorials. I've bought the game but haven't found time to play it yet .. lol .
Ooo then I may be able to help! Best way to learn it is to do it, feel free to let me know how it goes!
Excellent video, very clear.
Thank you!
I would like to learn more if you have the time. Thank you for making this video.
Hope it was a little useful :)
When should the player use an MOSS
With those particular positive and negative number on sonar display. Who could detect who (submarine or the Moskva)
Blast! That would have been a great example during the explanation. The sub had the Moskva all the time, except when active. In that moment, both units had each other.
@@SchrodingerDeeps yeah, I thought so too. It makes sense if active sonar makes you both "deaf" and very noisy for a while. I mean, try and shout out loud when you walk in a deep valley, while listening for other people simultaniously.
Is there also a recipe for how to disapear when you are counter detected?
Tricks exist, exploiting thermal layers / positioning, speed and depth of water and contact masking. Once they have you it is far harder to escape - I wrote a much larger tutorial initially with a far greater scope - it became huuuuge! But these are the questions that make me want to do more :).
I just read your comment a little more carefully, using active on your own vessel does not blank your passive sensors. It does give a bonus to all other units listening to you however.
@@hantykje3005 Once detected? There's not much you can do other than engage, evade the incoming shots, and slink away to reattack.
Enemy ships and subs that can attack you will chase down the bearing that they have to you and only turn back if they detect a torpedo headed at them.
Perisher Course, ''258''.....Looking forward to more.
Haha thank you :)
I would love to see a video about helicopters and planes, I could stay undetected by ships. But sometimes the helicopters and planes nail me down very early, I'm not really sure how they do that.
Ahh yes, so they fly about in a search pattern - helicopters will “dip” sonar around and if close enough, detect you. In vanilla you can’t see when they do this except visually, however with epic mod (and dot mod I believe) this will be indicated on your map.
Aircraft using MAD (magnetic anomaly) detection will search around the map and insane speeds, but they only get you at PD - 100meters I think (but need to check) I do not think this shows on the map, but may be wrong.
To avoid stay away from PD unless absolutely required and if detected use a MOSS or decoy nice and early, go as deep as your submarine allows!
@@SchrodingerDeeps
what is PD?
i cant avoid any aircraft, at any speed, even when using moss.
i try to go slow and send moss the other way. same with going fast the other way. they always track me down perfectly and i got nothing to do about it.
@@cobrazax PD is periscope depth.
Aircraft are a nightmare! Once they have you its a world of hurt. Be wary of sticking any masts out of the water - track below the layer (if you can and if it's practicable). Never cavitate unless failing to do so will kill you quicker.
Fast and deep, slow and shallow. But whenever possible slow and deep.
IF you are in shallow water you can use decoys to drive the weapon into the bottom by skimming as close as you dare and dropping a decoy early.
I wish you good luck.
@@SchrodingerDeeps
Skimming? I dont understand.
How can masts be detected? If they are deployed for more than 10 seconds or what?
I often use periscope for a short time only. Take it down and up again. Even click down for a sec which cancels the periscope mode, then back up within a sec to keep using it. Im not sure that this is safe.
Planes ans heli can sometimes find me when i dud nothing...and then its impossible to avoid them ever again.
They track u at all depths and all speeds usually...but especially when u cannot dive deep.
Its better to go slow va them? Or fast?
Sorry by ‘skimming’ I mean moving as close to the bottom as you dare when evading an incoming torpedo and dropping a decoy will often kill the enemy weapon. Which is always nice!
As for the periscope detection - the ESM detector should be ignored entirely. It is very risky to use any mast when aircraft are about. Even a ‘peak’ can get you detected - you won't know where it is until the damn thing is already in the ‘dip’.
Regarding speed - against passive sonar dips then slow is better. It's like avoiding a ship or submarine: only it randomly appears absolutely anywhere. The range it will detect you is reduced if you are slow, and reduced further if you are below the thermal layer.
If it's active then the layer and range is your only friend - speed doesn't matter anymore. They can just randomly get you and if does, it will attack.
Changing direction helps in evading, as does staying deep.
The enemy planes have MAD - magnetic anomaly detectors. They just need to fly over you, but will only get you at relatively shallow depths. Down to maybe 100m (I can't remember sorry).
Aircraft can be the most frustrating part of the game - a wild card that will suddenly put all your plans into chaos. Avoid getting kill hungry, sometimes just hitting the mission target is enough. Escape and failure is also allowed!
Are you playing with any mods? Some of them make the game MUCH harder and force you to start in ludicrously bad submarines..
Hahaha! Yes I would like to know more you fellow Starship Troopers fan. :-)
Nice video. just saw that the video and audio wasn't synced
Yes it was incredibly frustrating - I have binned that editor a LONG time ago now. It caused me lots of issues, but thankfully now they are gone!
very good thanks
thank you very much
Hit like for classical music? ❌
Hit like for helpful advice? ❌
Hit like for concluding BOOP at 4:05? ✅
u only have 1 tutorial? i got no idea how to deal with air units, they always find me easily and i cant evade them most of the time
Unfortunately real life has REALLY got in the way. One day I will get back into making some content. I have withdrawals!
u sure they detect u a +10 from a single sensor? multiple sensors at less than 10 dont stack?
im sure i got detected at lower than 10.
Yes, it will sometimes appear that way! It may only momentarily go above 10 - then they have you all the way back down to 1.
@@SchrodingerDeeps
Oh ok.
Its really hard...i did finish some campaigns at elite difficulty though.
U need to get super close with the early campaign.
Aircradt are always almost impossible to avoid, sometimes even before u get sonar detected!! Getting rid of them us literally impossible, especially in shallow waters and i dont know what to do.
I'm doing my part.
Haha someone got it that’s amazing.
hola este simulador tiene vistas interiores .gracias
¡Hola! Este simulador no lo hace. Solo conozco un simulador de submarinos moderno en desarrollo llamado Modern Naval Warfare, aún no se ha lanzado. Tendrá vistas internas y multijugador multijugador. Sin embargo, muchos simuladores de la Segunda Guerra Mundial tienen vistas internas funcionales: Silent hunter, wolf pack, uboat. Lo siento si esto es confuso, estoy usando Google Transulate.
But does the torpedo know where is it?😏.....I still got love for the deeps.
Cheers bro 😎
The game is buggy because I’ll suddenly lose track of 30,000 ton warships going 20 knots with with my sensors all at 50+
I now have logged about 12 hours on this sim. And you know what? This is just like SFC! It's Starfleet Command but using subs instead of star ships. It is true...
Yeah nice vid but in rellation to the game a day late and a dollar short Iv aboandoned ship on that game long ago
Hah surprised you watched. Thanks for the comment considering you don’t play any more.
Thanks! The game doesn't really go over it.
No it doesn't, its almost cheating once you understand it lol.
Boop!
Think you need to remove Moskva from the game
Thanks for the comment, but I’m not a developer / game modder.