UBOAT Tutorial | Step by step attack guide for beginners

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  • Опубликовано: 16 ноя 2024

Комментарии • 19

  • @crazedjester
    @crazedjester  11 дней назад +5

    Many of you asked for it! Took me a while to get out, but here is a beginner step by step guide on attacking! Hope this really helps a lot of you so you can have more fun when playing UBOAT. If this video helped you, please smash the thumbs up so we can get this out to many more gamers who are just getting into UBOAT! Thank you all so much for the support!

  • @TheBroomwagon
    @TheBroomwagon 10 дней назад +2

    Very good and clear tutorial - thank you, it's now time to load up UBoat and see what I can sink.

  • @loginlover
    @loginlover 9 дней назад +3

    Dont forget the stadimeter for finding range! The protractor is a great tool but a little cheat-y since crews back then didnt have a magic map. Also, if you're at 90deg to the target's course you can easily and quickly determine angle on bow by looking at the heading on the top of the scope and determining which number adds to 90. (ex: ship at 290 means they are 70 degrees away from 360 dead ahead. 90-70=20. AOB is 20deg to starboard) Angle on bow can be best simplified as "imagine you are the enemy ship and point at the submarine".
    Impact Fuses (AZ) are the ones that are most effective when hitting targets at perpendicular angles like crossing a "T" at shallow to medium depths, while Magnetic Fuses (MZ) are able to hit at much more oblique angles such as head on and can cause critical damage when setting the torpedo to run 1meter underneath the ship's keel (see the recognition manual for the ship's estimated draft).
    I personally do not recommend firing torpedoes in a salvo. Launching them in this manner will program dispersion into your firing solution. You can change this dispersion distance in the same place as depth or torpedo speed HOWEVER this can be suboptimal results. Your firing solution may be 100% accurate but your torpedoes will perfectly bracket the target with near misses ahead and astern. If you choose to engage a target with multiple torpedoes you'll have a much more accurate salvo firing one first and then another.
    Minimum arming distance is 300 meters. Close range is a good way to score hits but plan your firing point on where the target will cross ahead of you, not where it currently is. The early war torpedoes were very unreliable but improved over time, so be diligent about maintaining them before engaging the enemy and make those shots count!

    • @crazedjester
      @crazedjester  9 дней назад

      Great information here. Thank you!

  • @samureissner
    @samureissner 11 дней назад +3

    I think I can give a little tip for everyone here:
    What you said about determining the heading of an enemy ship is not wrong but it will always be a rough estimate. There is a way to determine the heading very quickly and near 100% accurately.
    On the map use the 3rd tool from the top, the one with the two circles. When you place it on the map it will always point to the north but when you click on a ship first then the heading of the ship
    will always be at 0°. Depending on the size of the resulting circle it may become transparent when zooming in. In that case making the circle smaller makes it fully visible again.

    • @crazedjester
      @crazedjester  11 дней назад +1

      Great tip right here and one I wan to start using! Thank you @samureissner

  • @jeffreypurcell4681
    @jeffreypurcell4681 11 дней назад +2

    Very cool, thanks for the tutorial 😊

  • @Gthornby
    @Gthornby 10 дней назад +1

    You can also use the Map view (Med difficultly settings). An officer on attack periscope and observation periscope with another one on hydrophones. In map view, select the target ship, there is an option bottom left to select target which will then display your 3 officers, select each one turns the target symbol on them to red. Hovering over the ship will show the information % going up (periscopes need target inside visual range). This is handy as it will update (eventually) the speed should it change. This can also be done on the surface with bridge officer as it extends the visual range.

    • @crazedjester
      @crazedjester  10 дней назад

      Great tips here! Thank you Gthornby

  • @starpirat
    @starpirat 10 дней назад +1

    you can also make a mark, wait 6 mins and make another mark, measure it, then divide by 100 and then half it and you have ship speed. to calculate course , time, distance,

    • @Gthornby
      @Gthornby 10 дней назад

      I use this kind of method but only for 3 mins hence the stop watch has increments of 3 mins marked

    • @crazedjester
      @crazedjester  10 дней назад

      A true seamen right here! Great method and exactly how the captains used to do it. Thank you Starpirat

  • @vledis
    @vledis 10 дней назад +1

    Shouldn't you click the speech bubbles first to communicate the speed, aob, and range to the officer manning the TDC?

    • @crazedjester
      @crazedjester  10 дней назад

      You 100% need to do that before firing. I forgot to show that, but remind people to do that after the torpedo launch. Send those solutions!

  • @svenvolwater5473
    @svenvolwater5473 10 дней назад +1

    When you fired your torpedo’s the distance to ship was 1 kilometer, when you set the distance it was 2 kilometers, does the computer change this distance itself? (just like angle)

    • @crazedjester
      @crazedjester  10 дней назад

      One you set the solution and click the message symbol to send your solutions to the first officer who is running the TDC, they are locked in. They they adjust automatically as the boat nears. Unless you have hardcore mode checked and you'll have to do all of this manually on the TDC yourself.

    • @svenvolwater5473
      @svenvolwater5473 10 дней назад

      @ thanks!!