Yes, this was a lucky hit and no you can not always sink a carrier with one missile in game. You can run this scenario 100 times in game and you will get 100 different outcomes. I played the mission again and the CV took 3 hits and still continued to fight the damage. The Damage model is quite robust and there are plenty of different outcomes depending on hit placement. You can however get lucky like I did in this video.
@FerroEquus-262 that would be "lucky" if the jet fuel was stored there. Plus since it's the forward hangar bay it would be contained to that bay (with the doors being closed) and most likely erupt out the #1 elevator and not penetrate the lower armoured decks.
In one of my tests of this mission the Americans kept shooting down my waves of missiles. The few that got through then just targeted the Ticonderoga! My Oscar was empty and the carrier laughed at me.
@@tspencer227 just wait until they learn that there are dedicated munitions elevators that pull weapons from special magazines buried deep in the ship. WW2 taught many valuable lessons.
Current game balance gives missiles an extremely good chance to hit because players do not have a time on target tool right now and they will usually have their missiles all coming in spaced out across minutes. If they increased defenses to what is more similar to real life most players would never get any missiles through the net since CIWS and other missiles defense are *highly* sensitive to how well you stack your missile barrage together.
IMHO the ultimate success of this game depends upon modding support. It will truly become legendary if opened up to the community. We can end up seeing planes sliding off of the deck and animated crews jumping ship etc.
@@cf3714 Shipwrecks are pretty autonomous, you could fire all 24 at a general directions and they'll pick and choose targets according to radar return and conduct evasive maneuvers by themselves
Fun fact for any new viewer k 206 was wolfs primary sub in his cold waters epic mod Russian play through in which he sunk in excess of 500 thousand tons over the episodes
@@TheBelrick Its excesive now, only 1 hit not that low in the waterline, in the frontal part of the carrier should make major damage to the hangars and catapults, but not straight up sink it in seconds
Fun fact: My dad was on the plane (P3C) to get the first ever images and solid data on the Oscar. Caught her off the coast of Okinawa someplace. I have a frame from the on-board camera reel that remains one of my most prized possessions. Glad these guys did the sub justice because damn it's a looker.
CIWS seems *very* unimpressive still: either they keep firing way, waaay high starting off, or they just don't fire at all. On another note, hoping the devs will add some random timer between when a ship is sunk and when lifeboats start spawning in around it. It'd look much more natural if they start popping up gradually at least no more than a minute after a ship has been destroyed.
My theories are, something simple like they forgot to turn on radars, or activate the Phalanx CIWS (happened in real life, OHP Frigate didn't have the CIWS turned on and the missile hit the ship) or it could be either its an old version of CIWS, older ones in the 80's or 90's probably look similar to the ones used today, but the ones used today have different names like Phalanx Block 2 or something, and can aim faster and react quicker, or maybe its because AEGIS does not exist yet so CIWS can't respond quickly with other weapons.
@@Psytinker lol, I wonder if anyone watching has any experience with this weapon, probably right? Might be biased but I still think the american Phalanx is the probably one of, if not the best bullet based CIWS, the Pantsir, or Kashtan or whatever they're called might have more barrels or bigger calibers, there's a Chinese one too that has a crazy amount of barrels, but it's the reaction and aim time that counts first.
@@Spendingryan Not allowing the sub to shoot is what counts first. If you're at a point you're using point defenses, you already failed. Using CIWC is your last prayer.
It didn't help that the AI fleet decided to go bow on to the missile attack so only HALF of the dual missile launchers could fire and NONE of the CIWS could. I haven't been too impressed with the AI of this game yet in the multiple vids I've watched.
It's so nice to see someone who actually knows how to play the game. Though I appreciate other channels that post Sea Power content, I've found I can't watch much as the players are often clearly clueless about how modern naval warfare works, and what's worse seem to make no attempt to learn and get better. So you just end up with a mess of a scenario that doesn't do much to show off the game. Also glad to hear the devs are working on helos dropping sonobuoys. Love the scenario but it's a rather broken if the US can't use ASW aircraft. Can't think of any situations where a carrier battle group wouldn't have plenty of ASW assets up and about.
Yep, less about being clueless and frankly just not intelligent enough. People think this is a grave insult, it really isn't . We are all inequal with different stats and traits.
Everyone has a different skillset and can learn off screen. The "Clueless" are ones who just got into the art of naval combat and aren't gonna immediately catch on. I have a problem with how people play most games but it's entertaining watching them slowly get better and have a different style than everyone else.
@@TheBelrickYou might be intelligent enough to understand naval warfare but certainly not emotionally intelligent enough to understand why some people might take offense to being told'Yeah you're just kinda too dumb honestly'
@@subjectc7505It's almost as if...*gasp*people get better at things they do as they do more of it. Some people adapt faster while others take longer to learn. But clearly according to OP only actual 5 star admirals can play this game and make content about it. If you don't exactly know what to right off the bat,you really just shouldn't be allowed to play apparently
I feel like the AI in the game might be lacking. If they detected you and were on active, shouldn't they also have been launching tons of ASW aircraft? It's a carrier afer all, that's what they do and it's what you would have done. Ah I see, the AI is not done in that area. Too bad as sonobouys would have been the main countermeasure here, the engagement doesn't seem complete with them being able to fight back
17:04 Yeah, that missile trajectory puts it on course to punch right through the outer wall and absolutely smash everything in the open hangar bays and potentially any munitions rolling free outside their magazines. That shot placement could not have been any better.
I agree with you I got lucky with Cold Waters Dot mod. I place that missile like perfect midships so it was nice one shot kill but she was have internal explosion
I'm really digging the sounds and weapon animations, adds so much atmosphere that was missing from cold waters. Just hearing the victor going to flank gave me shivers
11:37 maybe just something for the devs: The 65/76 torpedo can only be fired from the two large upper torpedo tubes as they are 65cm in diameter. The four lower torpedo tubes are only 53cm in diameter
Thats what i thougth(i know nothing about subs) and i was very suprised when i saw the larger torpedoes being fired from the visualy smaller torpedo tubes. Certainly worth reporting to Sea Power devs!
No, they got it right, the two lower center tubes are the 650mm, the 533mm tubes surround the 650mm. This is the configuration of other russian subs as well
@@justicier10-7 No, they didn't get it right. Official schematics of the Victor-III show the largest torpedoes (65-76) in a separate torpedo room ABOVE the lower torpedo room housing the smaller caliber weapons (SET-65K, TEST-71MK, USET-80).
@@Kwaj I'd be interested to see your source for the schematics. All the schematics I have seen have shown 533mm torpedos in the lower torpedo storage(sitting behind the sonar), and 650s sit on the floor of the top torpedo room, which loads straight into the lower middle two tubes, which are longer/larger, and the shorter/smaller two tubes for 533mm sitting on the top with the reloads hoisted up from the lower torpedo room.
@@justicier10-7 Upon further review, you're right. I just looked at the schematic and noticed that the larger torps are on the bottom set of tubes which are longer with respect to their placement in the hull. They got it right, I had it wrong.
The production value and skill in your Sea Power exceed all other gameplay I've found to scratch the itch until the game goes on sale.👌 One slight comment though - mild spoiler ahead - Granit ASMs should almost always be fired as a full salvo. A Charlie is not going ot be tasked on two carrier groups in one sortie, and gameplay-wise this is just a single mission as well, so there is no reason to spare. Since they coordinate on target selection, there is no risk of overkilling the largest radar signature like with less evolved ASMs. The more you launch, the fewer in the swarm have to expose themselves to long range SAMs by playing spotter on the way to the target. The Soviet taxpayer would just have to tighten his belt for a bit, but since this scenario involves blowing up a US carrier group, Granit price would be the least of his problems.😅
I agree. It was exceptionally lucky that only 8 missiles did the job here but leaves two more salvos. However if the first salvo doesn't succeed and maybe even gets entirely intercepted, you have gained little to nothing but wasted a bunch of missiles. The larger the group in one attack, the larger the percentage of missiles getting to a target With ASMs I would say 'overkill is underrated'
The only issue I can see with this is that the omniscience of the player means that you can have multiple submarines, as well as submarines and surface ships, cooperate in ways that aren't possible in real life.
Yeah, but it's still a game and i think it's way more better to control a task force made up of subs and warships then one sub or one warship like in cold waters...
On the other hand the units are less autonomous than in real life - the admiral does not tell a single fighter when to turn radar on and off 😊 It's a game after all 🤷♂️
Awesome video, thanks for uploading Wolfpack! One observation, it's a tad false being able to share a single tactical picture amongst three units whilst dived, but obviously it is a game at the end of the day! Looking forward to the next one!
The missile is designed for wet launch. That includes the fact the missile is designed around the water absorbing part of the heat and shockwave like bruce said to prevent damaging the VLS. It's something you can get away with when designing a sub missile.
Cool to see ships can now properly defend themselves against missiles. I like what i see and specialy how everything is modeled down to the point of opening hatches and small details like that, very cool. Did hear people say the graphics isnt very good but i think they are spoiled - did hear that from dude who runs simulations in DCS, the ships there are models made by enthusiast mod makers with infinite ammount of time and no need to look much into performance impact or overall detail balance so one model isnt crazy detailed nad second on the other side of spectrum. I think thats wher those voices come from.
17:30 the hit to the forward hangar like that wouldnt have sunk the carrier that easily, not only was none of the vitals hit but also with the ship at battlestations the hangar doors would be closed off and contained to that hangar. the brunt of the damage would be absorbed by the initial hit, and a bunch of damage would occur in the forward hangar bay and any aircraft in the area, but after that the situation would be quite managable especially with USN damage control standards. I would say a large hole would be made above the waterline there, probably extending to the EL1 there and raising the armoured flight deck in that general area, making it unusable. The forward catapults will most likely be knocked out but after the fires are put out the Carrier would still be able to do partial flight ops with cats 3 and 4.
People underestimate how hard it is to sink an aircraft carrier, especially an American one designed after WW2. Even pre war Carriers like the Hornet took a crazy amount of ordinance to sink it.
@@battleship6177 Sir that is a very heavy warhead detonating in an enclosed space. 750kg is no joke that is more than 3times the explosive mass of a harpoon warhead or more than a quarter of a ton heavier than Iskander ballistic missiles warhead. In an enclosed space the shockwave will keep bouncing off the walls until something breaks, the hangar doors would certainly split open at these insane pressures. Super carriers could survive multiple harpoon like warhead but 750kg is way too big for any floating objects to survive.
@roberthavran2522 wrong??? Literally look up irl examples of much bigger ordanance dropped on ships from World War 2, the Formidable and/or Illustrious survived several 1000kg bombs from German aircraft, or the much larger guided bombs that hit Warspite and so on so forth. With the modern technology of those days and how the ships were built then, the 750kg warhead would be survivable. No doubt do heavy damage but for a Super Carrier it will survive, and no those shock waves aren't going through the giant blast doors in the hangar bay or for the elevators.
@@battleship6177 In the case of Warspite Fritz X hit the funnel and overpenetrated the hull and exlpoded deep under Warspite which is likely what saved it. Look up what happened to Roma when a Fritz X detonated inside the ship not outside. I don't know about the attack on HMS Illustrious but a quick Google search says that it was hit by several 1000 POUNDS AP bombs not 1000 KG bombs. 1000 pounds equals 453kg and that's the entire mass of the bomb not the mass of the explosive charge. One more Google search later I found the German 500kg armor piercing bomb that likely was used, it's the PD 500 which has an explosive mass of only 32 kg! The P-700 has 23 times more explosive mass! Your argument is irrelevant since your examples are either overpenetration or significantly lighter warhead.
people talk a lot of trash about the soviet navy but the full granit salvo is probably the least surface combatant-friendly thing a radar operator could have picked up on either side of the cold war
Towed sonar array, typically used for listening either above or below (buoyancy controlled) the thermocline A sub above the thermocline cannot "hear" clearly what is below the thermocline unless it "dips" it's towed array below and vise virsa if the sub is below the thermocline. Also, a towed array that is cabled out enough directly behind the sub help it hear what's in it's baffles as subs can't hear through their own prop wash very well.
It's interesting, because the same ship, USS America CV-66, was used as a weapons test platform. It absorbed an incredible amount of ordnance of many different types, ASCMs, PGMs, torpedoes, over several days, and she would not sink. EOD had to embark her and lay enormous charges inside her in order to sink her.
This game looks like such a straight up expansion and upgrade from cold waters, it seems even more in depth, it has animations and actual rendered towed array's......and....and we can control more than one vessel which is huge, amongst many other great selling points i've seen thanks to your content wolfpack and another youtuber known as : Stealth17 Gaming and the devs being kind and smart enough to let you gents showcase this to us early, i've only seen one or two vids so far of sea power and i'm hands down already sold, game seems to have a really bright and expansive future ahead of it.....can't wait, great video Wolfpack as usual, 🙂
One thing that should be simulated here, American ASW ships have the ability to use a dipping sonar. This sonar can go deep below the layer. American ASW can place their sensors both above and below the layer at the same time. This gives ASW ships one advantage over submarines.
I find it interesting how FEW torpedoes and naval missiles have been fired in anger against other ships since WWII. Eventually, one day, another major naval battle will happen, and that will be interesting to learn from.
As I watch the Carrier sinking I noticed that none of the planes that were on the deck did not fall off through out the engagement the carrier didn't put up any fighters or bombers I think the S3 Viking is considered an anti submarine hunter
Sounds similar to what happened to the USS Langley Battle Group and the Carrier itself in the book: The Sixth Battle After mauling the Kiev, Novorossiysk and Kuznetsov BGs with Harpoons, HARMs and Skippers (Real Hard Hitters) they got hit and badly worn down by Granits, Backfires and a wake homer finished the Langley off. Her Air wing did mostly evac to South Africa to continue the fight.
NGL - I'm so jealous that so many YTr's got to play this early, but I'm sure it gives a high level of feedback for the game. Still, 3 more days until release! I'm really looking forward to it.
In real life there would an escort so this game is very fictionalized. They even gave Russia a fake aircraft carrier that never even existed (never built). The Orel
this seems like this game has borderline classified stuff in it haha, as an EW I am very intrigued about all the radar hits you were getting in the game like the SPQ 9, so far looks like a really cool game that I will probably be getting my hands on eventually.
14:34 Amazing shooting sequence! How Can you switch to follow the missile without clicking via mouse on it and choose which between the different missiles?
8:59 - "...Part of me is wondering if we are detected." - Russian submarines are detected once leaving port in Russia. An American submarine sonar officer once said, "Finding a Russian submarine is like trying to find a Cadillac from the 60's just by hearing. With it having a broken exhaust and dozens of cans, mounted with metal chains to the back of the car".
I don’t really know who exactly said that, but when sub is on surface it is easy to detect but I would like to see some proof of your claim that they can be heard non stop, because I have proof otherwise, when the Indian- Pakistani war began in 1971 US sent task force 74 with USS enterprise so scare India and USSR sent bunch of nuclear submarines and ships and one soviet submarine has within 10km which means that it could have fired its torpedoes before being detected
@@lodickasvlajeckou that is no prove and even if, we'd never known as something like that is classified information. Most likely was the situation that the US didn't want to sink the sub and start a war. No secret on the other hand is the devastating state of Russian equipment and lack of maintenance. So yeah, it definitely seems reasonable to me, as a German, that an US sonar officer would be able to find each and every Russian sub. The Typhoon class vessels as well as the Dolgorukiy class of subs are as massive as they can be. It seems pretty funny to even think they ever even had the task to stay hidden. How could they? Most likely is each of them are spotted thousands of kilometers away.
Could you please tell the depth, distance etc in normal metric units? What is 700 feet? Is it deep or not? I have no idea how many square gallons per pound is it.
Ok... Question. How do those submerged submarines talk to each other? You can radio a submarine, it involves an antenna that is kilometers long, the data transfer is about a bit per second or thereabout, but the sub will hear you. The sub can radio back if it extends a radio buoy. Don't see any of that here.
The idea was never about sinking the carrier or other ships in the CSG via conventional weapons. All Antey (or Oscar 2) subs were armed with the nuclear warheads. So, there was no need to make it pass all or most of the rockets through the CSG missile defense systems. Just one of it.
One would think that you would make a new game historically accurate. The aircraft carrier seen here ( CV-66) was decommissioned in 2004 and sank in tests in 2005. It did not have the defensive capabilities of a carrier in 2024, literally two decades later.
Yes, this was a lucky hit and no you can not always sink a carrier with one missile in game. You can run this scenario 100 times in game and you will get 100 different outcomes. I played the mission again and the CV took 3 hits and still continued to fight the damage. The Damage model is quite robust and there are plenty of different outcomes depending on hit placement. You can however get lucky like I did in this video.
@FerroEquus-262 that would be "lucky" if the jet fuel was stored there. Plus since it's the forward hangar bay it would be contained to that bay (with the doors being closed) and most likely erupt out the #1 elevator and not penetrate the lower armoured decks.
In one of my tests of this mission the Americans kept shooting down my waves of missiles. The few that got through then just targeted the Ticonderoga! My Oscar was empty and the carrier laughed at me.
@FerroEquus-262 That's not where the jet fuel and munitions are stored.
-former carrier sailor
@@tspencer227 just wait until they learn that there are dedicated munitions elevators that pull weapons from special magazines buried deep in the ship. WW2 taught many valuable lessons.
Current game balance gives missiles an extremely good chance to hit because players do not have a time on target tool right now and they will usually have their missiles all coming in spaced out across minutes. If they increased defenses to what is more similar to real life most players would never get any missiles through the net since CIWS and other missiles defense are *highly* sensitive to how well you stack your missile barrage together.
Notice how the carrier's deck crew remained at their posts even when the ship was underwater. True American patriots!
It's always funny to me because I imagine myself on there thinking "we not gonna abandon ship? Ight I guess not"
IMHO the ultimate success of this game depends upon modding support. It will truly become legendary if opened up to the community. We can end up seeing planes sliding off of the deck and animated crews jumping ship etc.
@@TheBelrickWorkshop support will be in there on day one!
It's how a country wins wars! 😂
🇺🇲🇺🇲🚢🫡
The Oscar wasn’t designed to be frugal with its missiles. If you have a carrier group in range, you fire everything.
Pretty sure the first Oscars were limited by their fire control to how many missiles they could fire within a certain period.
@@cf3714 Shipwrecks are pretty autonomous, you could fire all 24 at a general directions and they'll pick and choose targets according to radar return and conduct evasive maneuvers by themselves
@@cf3714they could fire all missiles without limitations
@@sheogorath979that’s pretty nutty. Do you know if they had a form of datalink to avoid doubling up on targets?
@@alexeyshapovalov1353 You're all right. I was thinking of the Papa-class.
My excitement is immesurable and my day is saved
Friendship ended with Cold Waters. Sea Power is my new best friend.
Fun fact for any new viewer k 206 was wolfs primary sub in his cold waters epic mod Russian play through in which he sunk in excess of 500 thousand tons over the episodes
Yes
Im glad that they fixed the damage from granat hits. In a prior game he hit a carrier with 5 and the ship suffered practically no damage.
Epic mod is the very definition of Russian bias lol
@@FMJIRISH both of the main mods are in very interesting situations right now unfortunately
@@TheBelrick Its excesive now, only 1 hit not that low in the waterline, in the frontal part of the carrier should make major damage to the hangars and catapults, but not straight up sink it in seconds
Fun fact: My dad was on the plane (P3C) to get the first ever images and solid data on the Oscar. Caught her off the coast of Okinawa someplace. I have a frame from the on-board camera reel that remains one of my most prized possessions. Glad these guys did the sub justice because damn it's a looker.
That's awesome! Thanks for sharing.
Don't suppose you might be allowed (and so inclined 😅) to share a picture of said frame with us unwashed plebs... would you?
🥺
@@thisherehandleIdospout I'll have to dig it out, it's just a photo of her on the surface.
Was the Oscar’s sub called Arkhangelsk?
@@BrownwaterSquid did you find it
The ONLY thing that would have made this better is to see the planes sliding off the deck as the carrier sunk. Great vid as always!
I hope the damage models in general improve.
18:48: That wake homer just deciding it's not worth it.
It forgot it left the lights on at home lol
CIWS seems *very* unimpressive still: either they keep firing way, waaay high starting off, or they just don't fire at all.
On another note, hoping the devs will add some random timer between when a ship is sunk and when lifeboats start spawning in around it. It'd look much more natural if they start popping up gradually at least no more than a minute after a ship has been destroyed.
My theories are, something simple like they forgot to turn on radars, or activate the Phalanx CIWS (happened in real life, OHP Frigate didn't have the CIWS turned on and the missile hit the ship) or it could be either its an old version of CIWS, older ones in the 80's or 90's probably look similar to the ones used today, but the ones used today have different names like Phalanx Block 2 or something, and can aim faster and react quicker, or maybe its because AEGIS does not exist yet so CIWS can't respond quickly with other weapons.
If it's Block 0, it stands for "Christ! It Won't Shoot!"
@@Psytinker lol, I wonder if anyone watching has any experience with this weapon, probably right?
Might be biased but I still think the american Phalanx is the probably one of, if not the best bullet based CIWS, the Pantsir, or Kashtan or whatever they're called might have more barrels or bigger calibers, there's a Chinese one too that has a crazy amount of barrels, but it's the reaction and aim time that counts first.
@@Spendingryan Not allowing the sub to shoot is what counts first. If you're at a point you're using point defenses, you already failed. Using CIWC is your last prayer.
It didn't help that the AI fleet decided to go bow on to the missile attack so only HALF of the dual missile launchers could fire and NONE of the CIWS could. I haven't been too impressed with the AI of this game yet in the multiple vids I've watched.
Finally a new Sea Power video :)
3:26 The Lütjens class were Charles F Adams Class destroyers the Germans bought in the early sixty’s and delivered late sixty’s to early seventy’s.
my dad served on the Lütjens in the 90s
And it would have been no wonder to find a lone german Lütjens in the atlantic as part of StanNavForLant .
It's so nice to see someone who actually knows how to play the game. Though I appreciate other channels that post Sea Power content, I've found I can't watch much as the players are often clearly clueless about how modern naval warfare works, and what's worse seem to make no attempt to learn and get better. So you just end up with a mess of a scenario that doesn't do much to show off the game.
Also glad to hear the devs are working on helos dropping sonobuoys. Love the scenario but it's a rather broken if the US can't use ASW aircraft. Can't think of any situations where a carrier battle group wouldn't have plenty of ASW assets up and about.
Yep, less about being clueless and frankly just not intelligent enough. People think this is a grave insult, it really isn't . We are all inequal with different stats and traits.
you must be a lot of fun at parties
Everyone has a different skillset and can learn off screen. The "Clueless" are ones who just got into the art of naval combat and aren't gonna immediately catch on. I have a problem with how people play most games but it's entertaining watching them slowly get better and have a different style than everyone else.
@@TheBelrickYou might be intelligent enough to understand naval warfare but certainly not emotionally intelligent enough to understand why some people might take offense to being told'Yeah you're just kinda too dumb honestly'
@@subjectc7505It's almost as if...*gasp*people get better at things they do as they do more of it. Some people adapt faster while others take longer to learn. But clearly according to OP only actual 5 star admirals can play this game and make content about it. If you don't exactly know what to right off the bat,you really just shouldn't be allowed to play apparently
This channel is my all-time favorite Military Sim Channel! Your commentary is excellent and informative. Thanks for all that you do! 😀
Holy hell the music choice is spot on for this behemoth, really gives that unsettlingly large aura
Isn't it the trumpet blast from the show Chernobyl? It sounds familiar (other than terrifying)
I feel like the AI in the game might be lacking. If they detected you and were on active, shouldn't they also have been launching tons of ASW aircraft? It's a carrier afer all, that's what they do and it's what you would have done.
Ah I see, the AI is not done in that area. Too bad as sonobouys would have been the main countermeasure here, the engagement doesn't seem complete with them being able to fight back
It’s version 0.1 , it’s almost alpha :)
Surface fleets probably turn on active sonar periodically since being quiet isn't really a concern for them
17:04 Yeah, that missile trajectory puts it on course to punch right through the outer wall and absolutely smash everything in the open hangar bays and potentially any munitions rolling free outside their magazines. That shot placement could not have been any better.
I agree with you I got lucky with Cold Waters Dot mod.
I place that missile like perfect midships so it was nice one shot kill but she was have internal explosion
I'm really digging the sounds and weapon animations, adds so much atmosphere that was missing from cold waters. Just hearing the victor going to flank gave me shivers
11:37 maybe just something for the devs: The 65/76 torpedo can only be fired from the two large upper torpedo tubes as they are 65cm in diameter. The four lower torpedo tubes are only 53cm in diameter
Thats what i thougth(i know nothing about subs) and i was very suprised when i saw the larger torpedoes being fired from the visualy smaller torpedo tubes.
Certainly worth reporting to Sea Power devs!
No, they got it right, the two lower center tubes are the 650mm, the 533mm tubes surround the 650mm. This is the configuration of other russian subs as well
@@justicier10-7 No, they didn't get it right. Official schematics of the Victor-III show the largest torpedoes (65-76) in a separate torpedo room ABOVE the lower torpedo room housing the smaller caliber weapons (SET-65K, TEST-71MK, USET-80).
@@Kwaj I'd be interested to see your source for the schematics. All the schematics I have seen have shown 533mm torpedos in the lower torpedo storage(sitting behind the sonar), and 650s sit on the floor of the top torpedo room, which loads straight into the lower middle two tubes, which are longer/larger, and the shorter/smaller two tubes for 533mm sitting on the top with the reloads hoisted up from the lower torpedo room.
@@justicier10-7 Upon further review, you're right. I just looked at the schematic and noticed that the larger torps are on the bottom set of tubes which are longer with respect to their placement in the hull.
They got it right, I had it wrong.
The production value and skill in your Sea Power exceed all other gameplay I've found to scratch the itch until the game goes on sale.👌 One slight comment though - mild spoiler ahead - Granit ASMs should almost always be fired as a full salvo. A Charlie is not going ot be tasked on two carrier groups in one sortie, and gameplay-wise this is just a single mission as well, so there is no reason to spare. Since they coordinate on target selection, there is no risk of overkilling the largest radar signature like with less evolved ASMs. The more you launch, the fewer in the swarm have to expose themselves to long range SAMs by playing spotter on the way to the target. The Soviet taxpayer would just have to tighten his belt for a bit, but since this scenario involves blowing up a US carrier group, Granit price would be the least of his problems.😅
I agree. It was exceptionally lucky that only 8 missiles did the job here but leaves two more salvos. However if the first salvo doesn't succeed and maybe even gets entirely intercepted, you have gained little to nothing but wasted a bunch of missiles. The larger the group in one attack, the larger the percentage of missiles getting to a target
With ASMs I would say 'overkill is underrated'
The only issue I can see with this is that the omniscience of the player means that you can have multiple submarines, as well as submarines and surface ships, cooperate in ways that aren't possible in real life.
some omissions have to be made for the sake of gameplay.
Yeah, but it's still a game and i think it's way more better to control a task force made up of subs and warships then one sub or one warship like in cold waters...
This could be explained by having really good:
1. ROE
2. Standing Orders
3. Mission Planning for coordinated operations
On the other hand the units are less autonomous than in real life - the admiral does not tell a single fighter when to turn radar on and off 😊 It's a game after all 🤷♂️
Also on the other hand I don't believe you can control torps cold waters style
Your Sea Power videos are the best, great editing and coments ,can wait for the next one .Thanks
Awesome video, thanks for uploading Wolfpack! One observation, it's a tad false being able to share a single tactical picture amongst three units whilst dived, but obviously it is a game at the end of the day! Looking forward to the next one!
The power of an Oscar-class SSGN.
fun fact; the granite missile can only be launched from under water for some reason and the kirov has to flood its VLS cells with seawater to do so.
Prolly the water is needed to absorb the shockwaves of the booster
The missile is designed for wet launch. That includes the fact the missile is designed around the water absorbing part of the heat and shockwave like bruce said to prevent damaging the VLS. It's something you can get away with when designing a sub missile.
Whut? No. How can you open a lid under water without flooding the launch tube?
@@ГеоргийМурзич that's why they... Flood... The launch tube?
@@platiuscyndar9017 What I meant is that it has nothing to do with the VLS damage prevention
Wolfpack, you are one of the best. Loved the vid thanks for the high production value. Immensely enjoyed
Wow you took my suggestion too heart. I love it keep up the good work.
Cool to see ships can now properly defend themselves against missiles. I like what i see and specialy how everything is modeled down to the point of opening hatches and small details like that, very cool. Did hear people say the graphics isnt very good but i think they are spoiled - did hear that from dude who runs simulations in DCS, the ships there are models made by enthusiast mod makers with infinite ammount of time and no need to look much into performance impact or overall detail balance so one model isnt crazy detailed nad second on the other side of spectrum. I think thats wher those voices come from.
This new series is awesome bro. Your videos are better than a lot of movies lol
Been waiting for someone to play an Oscar, super stoked for this video!
Keep up the fantastic work Wolfpack!! 🍻
Woohoo! The Oscar and The Typhoon are my favorite non-american subs! There is just something about that giant rudder/propeller system that I love
3rd vid of yours I've watched today - Your knowledge of all the gear is impressive...
I discovered this channel 2 weeks ago and I'm binging on every video like its the last one I'll ever see. Amazing content
Welcome to the channel!
18:47 top left. Some torpedo came by.
Oh hey look it's the sub that ate sh*t in your cold waters series
Also yay another video😊
Awesome vid. Lovely cinematography
Man I can't wait. I absolutely love how everything is better animated than Cold Waters was.
great showcase thanks to your editing & gameplay skills!
17:30 the hit to the forward hangar like that wouldnt have sunk the carrier that easily, not only was none of the vitals hit but also with the ship at battlestations the hangar doors would be closed off and contained to that hangar. the brunt of the damage would be absorbed by the initial hit, and a bunch of damage would occur in the forward hangar bay and any aircraft in the area, but after that the situation would be quite managable especially with USN damage control standards.
I would say a large hole would be made above the waterline there, probably extending to the EL1 there and raising the armoured flight deck in that general area, making it unusable. The forward catapults will most likely be knocked out but after the fires are put out the Carrier would still be able to do partial flight ops with cats 3 and 4.
People underestimate how hard it is to sink an aircraft carrier, especially an American one designed after WW2. Even pre war Carriers like the Hornet took a crazy amount of ordinance to sink it.
@packr72 yes, its insane how survivable the Yorktown class was.
@@battleship6177 Sir that is a very heavy warhead detonating in an enclosed space. 750kg is no joke that is more than 3times the explosive mass of a harpoon warhead or more than a quarter of a ton heavier than Iskander ballistic missiles warhead. In an enclosed space the shockwave will keep bouncing off the walls until something breaks, the hangar doors would certainly split open at these insane pressures. Super carriers could survive multiple harpoon like warhead but 750kg is way too big for any floating objects to survive.
@roberthavran2522 wrong??? Literally look up irl examples of much bigger ordanance dropped on ships from World War 2, the Formidable and/or Illustrious survived several 1000kg bombs from German aircraft, or the much larger guided bombs that hit Warspite and so on so forth. With the modern technology of those days and how the ships were built then, the 750kg warhead would be survivable. No doubt do heavy damage but for a Super Carrier it will survive, and no those shock waves aren't going through the giant blast doors in the hangar bay or for the elevators.
@@battleship6177 In the case of Warspite Fritz X hit the funnel and overpenetrated the hull and exlpoded deep under Warspite which is likely what saved it. Look up what happened to Roma when a Fritz X detonated inside the ship not outside. I don't know about the attack on HMS Illustrious but a quick Google search says that it was hit by several 1000 POUNDS AP bombs not 1000 KG bombs. 1000 pounds equals 453kg and that's the entire mass of the bomb not the mass of the explosive charge. One more Google search later I found the German 500kg armor piercing bomb that likely was used, it's the PD 500 which has an explosive mass of only 32 kg! The P-700 has 23 times more explosive mass! Your argument is irrelevant since your examples are either overpenetration or significantly lighter warhead.
all these scenarios are soo sick, keep up making videos of this game!
people talk a lot of trash about the soviet navy but the full granit salvo is probably the least surface combatant-friendly thing a radar operator could have picked up on either side of the cold war
Towed sonar array,
typically used for listening either above or below (buoyancy controlled) the thermocline
A sub above the thermocline cannot "hear" clearly what is below the thermocline unless it "dips" it's towed array below and vise virsa if the sub is below the thermocline.
Also, a towed array that is cabled out enough directly behind the sub help it hear what's in it's baffles as subs can't hear through their own prop wash very well.
18:47 - random torpedo says hi on the left of screen
Photobombed... phototorped?
"fk this sht im out"
NATO reporting name of the Granit is "Shipwreck"... like. Yeah dude!
It's interesting, because the same ship, USS America CV-66, was used as a weapons test platform. It absorbed an incredible amount of ordnance of many different types, ASCMs, PGMs, torpedoes, over several days, and she would not sink. EOD had to embark her and lay enormous charges inside her in order to sink her.
This game looks like such a straight up expansion and upgrade from cold waters, it seems even more in depth, it has animations and actual rendered towed array's......and....and we can control more than one vessel which is huge, amongst many other great selling points i've seen thanks to your content wolfpack and another youtuber known as : Stealth17 Gaming and the devs being kind and smart enough to let you gents showcase this to us early, i've only seen one or two vids so far of sea power and i'm hands down already sold, game seems to have a really bright and expansive future ahead of it.....can't wait, great video Wolfpack as usual, 🙂
One thing that should be simulated here, American ASW ships have the ability to use a dipping sonar. This sonar can go deep below the layer. American ASW can place their sensors both above and below the layer at the same time. This gives ASW ships one advantage over submarines.
You really know how to get some cinematic shots, got goosebumps at 8:20-8:30
I love the soundtrack played in the background
The water effect as it consumes the boat, looks great, its very realistic looking.
Thanks for a great episode. Really enjoyed.
I'll buy this game! FInally a game what we wanted and finally its here!
i love how even when sinking, the aircraft and deck crew stayed where they were
Sio many scenarios you can do! I love aircarrier missions too! Awesome to see how the airplanes start!
I find it interesting how FEW torpedoes and naval missiles have been fired in anger against other ships since WWII. Eventually, one day, another major naval battle will happen, and that will be interesting to learn from.
Mom! There's a new Wolfpack345 video!!
Nice! Evil powers got burnt! 👏
Really enjoying the series wilfpack
The Oscar firing such heavy missiles is so amazing, looks so great, however, that plume could be noticed from the moon i guess.
its interesting to see how different players tackle the same scenarios.
Deck crew staying stalwartly in position as the ship goes down o7
I like all the details in all the little animations. 👍
cannot express how much I cannot wait to play this game
HE'S BACK WITH MORE SEA POWER!!!!!!!
Love watching you play this game
I love this channel and your content. It's hard for me as a former US Navy ASW warrior to route for you against NATO forces, lol.
Can we get a Cold waters 1968 campaign with the guppy 2?
This game must get a multiplayer function in the future, that would be sick!!
As I watch the Carrier sinking I noticed that none of the planes that were on the deck did not fall off through out the engagement the carrier didn't put up any fighters or bombers I think the S3 Viking is considered an anti submarine hunter
This game is "instant purchase" material. Can't wait!
Sounds similar to what happened to the USS Langley Battle Group and the Carrier itself in the book: The Sixth Battle
After mauling the Kiev, Novorossiysk and Kuznetsov BGs with Harpoons, HARMs and Skippers (Real Hard Hitters) they got hit and badly worn down by Granits, Backfires and a wake homer finished the Langley off.
Her Air wing did mostly evac to South Africa to continue the fight.
NGL - I'm so jealous that so many YTr's got to play this early, but I'm sure it gives a high level of feedback for the game. Still, 3 more days until release! I'm really looking forward to it.
With Oscars like these, who needs Kirovs?
Sad to see an American carrier get sunk. Awesome to see the USS Scott (DDG 995) in action, it's my favorite ship.
Curious, why that one in particular ?
In real life there would an escort so this game is very fictionalized. They even gave Russia a fake aircraft carrier that never even existed (never built). The Orel
@@Cpt_Flatbird It has my name.
this seems like this game has borderline classified stuff in it haha, as an EW I am very intrigued about all the radar hits you were getting in the game like the SPQ 9, so far looks like a really cool game that I will probably be getting my hands on eventually.
The Oscar is so cool. I'm so glad to it in the game
14:34 Amazing shooting sequence! How Can you switch to follow the missile without clicking via mouse on it and choose which between the different missiles?
The first game im going to buy day one!. Looks amazing
The OST is amazing
8:59 - "...Part of me is wondering if we are detected." - Russian submarines are detected once leaving port in Russia. An American submarine sonar officer once said, "Finding a Russian submarine is like trying to find a Cadillac from the 60's just by hearing. With it having a broken exhaust and dozens of cans, mounted with metal chains to the back of the car".
Which sub was he talking about?
@ГеоргийМурзич all of them😄
I don’t really know who exactly said that, but when sub is on surface it is easy to detect but I would like to see some proof of your claim that they can be heard non stop, because I have proof otherwise, when the Indian- Pakistani war began in 1971 US sent task force 74 with USS enterprise so scare India and USSR sent bunch of nuclear submarines and ships and one soviet submarine has within 10km which means that it could have fired its torpedoes before being detected
@@lodickasvlajeckou that is no prove and even if, we'd never known as something like that is classified information. Most likely was the situation that the US didn't want to sink the sub and start a war. No secret on the other hand is the devastating state of Russian equipment and lack of maintenance. So yeah, it definitely seems reasonable to me, as a German, that an US sonar officer would be able to find each and every Russian sub. The Typhoon class vessels as well as the Dolgorukiy class of subs are as massive as they can be. It seems pretty funny to even think they ever even had the task to stay hidden. How could they? Most likely is each of them are spotted thousands of kilometers away.
Awesome video!!
Could you please tell the depth, distance etc in normal metric units? What is 700 feet? Is it deep or not? I have no idea how many square gallons per pound is it.
700 feet is pretty deep to receive any signal from surface combatants
700 feet = 213.36m
I tried to watch this 7 times and fell asleep each time.
Wahoo 44 seconds ago :) gonna be yet another good vid!
Nice opening...Finnish Jaeger needs to put more scenarios in the Workshop
Got to hand it to em, the soviets submarine fleets definitely had a nice aesthetic.
Ok... Question. How do those submerged submarines talk to each other?
You can radio a submarine, it involves an antenna that is kilometers long, the data transfer is about a bit per second or thereabout, but the sub will hear you.
The sub can radio back if it extends a radio buoy.
Don't see any of that here.
It could literally be hydrophones at short range, or small active pings in Morse code(not with the bow array)
Hey whats the name of this mission? I want to play it myself, thanks.
0:10 is that the red October?
???
The red October was a typhoon class, it references the defection of storozehvoy.
You're thinking of a typhoon class submarine, the red October is a specific fictional boat of that class. This is an oscar class submarine.
It's an Oscar class sub, red October was a fictional modification of the typhoon class
mean Movie 'red october'
I was trying to reference the movie and the markiplier clip
When ever Wolfpack talks about a towed array does anyone else think toad 🐸 array?
Let's go,another sea power
Ooohhh an Oscar...Auto watch!
this game looks pretty cool
I never was interested in military fleet unlike other forces, but damn, it looks facinating.
The idea was never about sinking the carrier or other ships in the CSG via conventional weapons. All Antey (or Oscar 2) subs were armed with the nuclear warheads. So, there was no need to make it pass all or most of the rockets through the CSG missile defense systems. Just one of it.
Beautiful job !
Whoa! Are they really that vulnerable?!!
I know this is 2 months old, but this one might be worth a revisit with their AI updates in place.
One would think that you would make a new game historically accurate. The aircraft carrier seen here ( CV-66) was decommissioned in 2004 and sank in tests in 2005. It did not have the defensive capabilities of a carrier in 2024, literally two decades later.
What are you even on??? This game takes place in the 1980s
6:57 Question: What is the white-red round cap looking item on the upper rear of the warship?
Escape hatch
Love to see the tube doors operating