You know its a hard game to wrap your head around when you try to play it without help and fire off a dozen torpedo's that hit nothing but fish & manage to down 1 plane. Love your style, spend 2 videos getting me SUPER familiar with the game & its UI & now we get to learn how to shoot. Maybe my next play through will get me some tonnage.
Thank you for the great tutorials! A nitpick though. I was a submariner and was one of the people that would help come up with firing solutions. What you are calling "bearing" when calculating with the point 1, point 2, and the protractor is actually the target's course. Bearing would be the angle from your ship, either absolute, where you are calculating from true north, or relative, where you are calculating the angle from your bow.
Nice set of tutorials Salted! A quicker way to determine direction is to use points 1 and 2, as you did (point 2 being optional), but use your protractor to draw a line from point 1 through point 2 (or the bow of your boat) and end that line with a double click a bit beyond the bow. The protractors line will automagically give you the bearing of the line. Thus, you don't have to calculate the bearing.
@@Lite_lySalted I've been doing it for a few weeks now myself, it's enjoyable and very easy. Just be mindful of the protractor tool and your clickss, I've had the tool magically disable itself mid-plotting and accidently gave my boat a new course instead of finishing my calculations.
just started playing after watching the new T Hanks film "Greyhound". Love the game already. Your videos are certainly helping me stay alive and be able to actually do something other than wondering around the map hiding from everything. Thank you Sir. Time to go and sink some ships :)
@@maxpowers1321 quick tip that I only found long after this video: you can simply enter the given value as a negative number; eg -93 degrees etc (dont have to do the math)
Hi. Thanks for a great educational tutorial. Especially since the game right now does not have an up-to-date tutorial. Ive always loved sub games / naval warfare games. This is by far the best and most detailed sub game I've ever seen. I look forward to putting your teachings to good use and become a wolfpack ace. Thanks again!
Just got this game and was quit frustrated due to the difficulty and learning curve. This series help tremendously! Thanks. Fair winds and following seas my friend.
Hi there, bought this game in beta and really struggled to get into it. Just found your tutorial videos and it has allowed me to revisit the game and I am now playing and enjoying it. These tutorials are superbly put together and extremely easy to follow, thanks so much 👍
When my wife get tired of me playing the game, I can watch your videos. And I enjoy it just as much. Thank you. PS I saw one video with a small stop watch on the screen. Do you know what Mod that came from?
Looks like manual calculating is much faster than the auto solution and it's not that hard as it looks. I'm definitely going to try it out next time. Thanks for the tutorial 👍
6:00 The compressors, pump, ventilation, gyro compass, and light (I think, don't quote me on this one) can all now be accessed from the tab menu. I'm not sure on how it selects which officer to send, but it makes using those systems much more convenient.
@@dennishorst9367 I've had it do both, I think, depending on proximity, but I'll have to check. Also, I said this before 128 hit unstable, and I know it did in 127.
tired to play this without a tutorial and died many times think you've helped me greatly although i might still fail a bunch at least I think i can play a bit
forgot to add that you just need to use the map way you showed and then use the first number you get on that and use the one you get there and put it in the course compass
You've sold me this game, just got it :) love yer style too, thanks and awesome. I will be playing standard initially, but would be realy interested into any workshop mods you would suggest :) o7
Thanks! For mods, I stay fairly vanilla but I do use Authentic Goods and DFSX. I've heard very good things about one called Uboat Expanded or similar. Some folks in my Discord are pretty big on mods.
@@Lite_lySalted Blimey that was quick :) Thanks ever so much, Yeah, I'll keep it vanilla until I'm happy with what I'm doing, which might not be all that good and maybe add some mods from there. I might give you a shout for your discord at some point if i may? Pick up some tips and tricks alongside your vids, Thanks again, fair winds o7 :)
@@A.Steptoe absolutely! The invite link is in my "About" page, as well as linked in the descriptions of all my videos. Hope to see you there! Following seas!
pretty imformative (from the start) but i'm not sure you really covered the hydrophone (sonar suite) station, also did you mention having extra help from the crew for the officer tasks, also increases the rate that moral decreases.? i don't recall.....however different builds change the way some of the mechanics or parameters work and have been set such as the degree of damage (balancing) which is improving with each build.......and i'll just add the manner you explained manual targetting was really good, and not as it sometimes can be, overcomplicated..great work
@@Jack-qk7tq The most effective method I have found is by using the benefits provided by vacations. Some of them have the added bonus of a +5 to discipline for 10 days, or similar. Without vacation bonuses; I stand by using multiple food types in the galley, a minimum of 3. That serves to offset general discipline issues from fatigue and short depths. Once your discipline depletes (ie, during long attack runs), there is no proven method of stopping it. You can do your best to slow the loss by avoiding using crew to help your officers where possible. A glitchy tip: I've found that if you have one of your officers begin playing cards with the crew just before entering a situation of "alarm" status; that officer will CONTINUE playing cards, so long as you do not try to move them to another station. This is likely a bug in B126, so don't count on it being useful for long. Hope that helps! Happy gaming!
Thanks for the great video once again. I wish this game was harder, I have it on the hardest difficulty. It just not the same in fear level as sh5 but I know that will change
learned from this video if you just use the protractor and ruler to get the degree you saw it will auto calculate the negative degree so... dont need to math to hard lol
Great video! Can you explain a little bit on how you used the compass to determine the distance of the target? Not exactly sure why you stopped the circle where you did. Thanks!
Since the line doesn't show exact values (eg 1360m), I find it best to go to where the value of say 1km changes to 2km and measure the remaining distance via ruler, adding or subtracting as required.
@@Lite_lySalted thanks for the response brother. I also found your updated tutorials as well which helped out. Another question. Every video I watch everyone has these nice grid lines but for some reason I don't. I have a huge grids and I have to go to the way right or left when trying to get the angle for the heading. I thought it might be low navigational correctness but the last engagement I had I was over 90%. Is this a game setting I'm missing? Maybe I need someone on the navigation station when looking at the map...
@@TrocSeven Not something you're missing. Builds of the game previous to 128 had nice gridlines. They've adopted a new map type that is said to be period-specific which eliminates alot of the gridlines.
19:00 I'm not sur I follow about the direction calculation. -English isn't my first language-. Why would the 103° found wouldn't work? Isn't the direction always relative to North? Or is it using your own sub direction as the reference point?
Got this installed now, although I haven’t had a chance to try it yet. These vids are going to be really helpful thank’s. Sadly I’m not the sharpest tack in the box and need all the help I can get. The bit about the calculations got complicated fast. I’m going to need to watch this a few times and write stuff down. :) Question about torpedoes if that’s alright. You fired two at the cargo ship, but one was clearly enough. Redundancy of course.... but, per last vid but one, you start off with so few to complete your mission. For that matter, was this merchant armed? Would you ever close right in and use the deck gun to conserve your boom fish?
Thanks! It's very common that one torp won't be enough. When closing with a convoy of merchants only, yes using the deck gun is an option. I prefer the fireworks myself ;) Some merchants, like the C3 or Liberty are armed, and can be identified as such by using the attack periscope
During the torpedo shot the course of the u boot was almost parallel to freighter. How the torpedos suddenly turned 90 degrees towards freighter? Shouldnt you before the shot have turned the bow of the u boot towards freighter? Anyway great tutorial
As I love highfleet which is essentially a flying submarine simulator at times, I like this game too but I keep on missing torps even when I calculate my solutions manually using the tools and even the maps. I don't know if I'm too far? What's the best range to fire? Is 5km too far away? Sometimes, reloading a save makes the torp hit without me adjusting any calculations. Is there small rng involved here?
There's no rng to my knowledge. 5km is the absolute max for T2 torpedoes, even an extra 2m is too far for them. Try watching this: ruclips.net/video/68NgMW10sew/видео.html hope it helps
Out of courtesy your course calcucations is different to mine i got red and green bow thing, is there a way i can change that? to yours, and thank you helped me out a lot better
So I noticed on the map when firing at your target that the U-boat isn't technically facing the target ship...can this be explained or do the torps make big right turns?
poor empire lad, that song was beautiful to put him to rest. side note i noticed alot of lag during your vid, idk if that is me or your recording software or if the build is just like that please let me know. I am watching all your tutorials before i start playing so thanks for the help as well. :D
Hi Lite_ly Salted. Thanks for the awesome videos. I've had the game about 6 months but struggled with a range of concepts that you have made clear for me. I have two questions that I hope you may be able to answer for me. 1. when finding a target speed through the periscope using the chronometer, does the uboat have to be fully stopped (that's what i do now) 2. When on the surface in good weather and during the day, how close can you get to a target ship without being seen (approximately)?
I just purchased the game and I'm on Tutorial 3; I can't aim the deck gun, yes it fires but I don't see how to aim it. The message says "right click on the freighter" but nothing happens. Need helps, thanks.
Thank you so much for the tutorials. I love the game and wanted to learn how to manually target ships and you pretty much went into great detail in this tutorial for that and I thank you. However I still have questions. After You found the course and what not you subtracted the number from 360. If the ship was headed east would you add instead of subtract? Hope to hear back because I really want to sink my first ship manually but I doubt I will come across a ship doing south west without scouring the seas for hours. Your humble watcher and fellow RUclipsr, Jarl Greedo.
Lite_ly Salted That’s a nice mechanic to add. Just one last question, for f the ship is traveling north would it be zero or three sixty and if it was traveling south would it be Ninety? I know both of these patterns are highly unlikely, I’d just like to know in the off chance I run into it.
@@Blueqoose Youll run into the odd ship going those ways. Pick a starting line (either the 90 or 270) and if the ship is going say nne you go 90 minus your angle. Nnw would be 270 plus your angle. Opposite for south.
Question about firing torpedoes. I haven't started playing the game yet, as I want to get through your entire series first and be better prepared. After putting yourself in a good position to fire, do you have to 1) do a full stop and 2) manually aim your boat at the vessel you're attacking? Or is aiming an automatic part of "getting a firing solution"? I assume, when you fire 2 torpedoes and they're aimed 40m apart, the boat turns ever so slightly between firing #1 and #2? (I'm assuming real boats also did this, as they can only fire a torpedo straight forward out of the tube, right?) Thanks for taking the time to do these tutorials!
Hi, please a clarification on your speed calculation. With your method I get the doubt that if my sub was traveling parallel and at the same speed as the target, the target would appear to be stationary, i.e. its bow would never pass the periscope centerline. I mean: how can I correctly calculate the target's speed if I am also moving? Or is this true: if I move, I must not be parallel to the target, and the game does all the calculations after the target's stern has passed the periscope line?
@@Lite_lySalted Yes, via periscope, as you show in the video at 17:29 while you go at flank speed. Okay, I trust you. Although I still don't understand.
I was surprised to see you firing torpedoes at the target without turning the submarine to actually face it. Was it technically possible? I thought only surface ships could have rotatable torpedo launchers...
The game does not ask you for the AOB, it is calculated by the game itself by giving it the course of the target. The game knows position and bearing of the submarine and with the course of the target it calculates the AOB.
@@Lite_lySalted haha. Was being a bit facetious, but looking for a good sim with out too much curve or micromanaging. I mean, does telling people to sleep or drink coffee get in the way? And does crew get promoted/skill up?
Not that I've found. Best practice is not to select the ship on the map view unless you have to target it for torpedoes. Once you click away from it, you will not see its info card.
@@GTOAviator You are correct. I tend to never launch a second salvo at a single ship. Waiting them to stop their evasion maneuvers takes too long. Unfortunately, I have no fix for your issue. Sorry!
@@Lite_lySalted that brings up an interesting point. IIRC many uboats, especially late war, would fire and forget on convoys. They were crash dive attempts to disrupt allied supply lines while limiting kriegsmarine losses. I wonder how many uboat captains fired follow-up salvos at the same ships.
@@GTOAviator if I had to guess, I would say few. The finite resources aboard would mean if the best you could do was damage or cripple a ship, then you would count yourself lucky.
I don't know why, but my stadimeter doesn't work. It doesn't take me to that ghost image where I can do the Q and E to ascertain the distance to the enemy ship. Any ideas on why this is happening? Edited to add a big thank you for these videos!
@@Lite_lySalted All good was looking into this game and was worried it was a issue with the game. The information is far more important in this case than the visuals :)
It happens! I recommend taking your boat down to PD, or if you are in rough weather, down to 30m. Have your radio officer use the hydrophone with 1 helper. Go to speed forward 1 or even stop. You'll often pick up propeller noise at a distance this way. Happy hunting!
@@Lite_lySalted Thanks for the response. After a few tries I can now consistently pick up propeller noises, but when I try to chase them down I lose them, or if I keep diving and listening to them I run out of air long before I can catch up. Any tips?
@@urungumburum3680 when you pick them up, use your map tools to place a mark, let a few minutes pass then place another. Use the ruler to sketch out a rough course for them and aim for a place ahead of them. Dive, and see how close you are then. You could also run your ventilator to keep your air running for longer if you choose to stay submerged.
I'm on my first patrol and I literally cruised around the entire sector and completed the distance requirement without spotting a ship. Also never received any radio transmission mid-patrol for a side mission. I made a backup save because I'm already at half fuel and still need to sink 4000 GT and make it back to port :S
@@Lite_lySalted Ended up cruising to unlock a checkpoint, then ran into a convoy as I returned to the original sector. Goof'd my approach and forgot to warm up my torps so they all were duds haha. Had to sink them with deck and flak gun x.x Ran into 2 more convoys as I was headed back too. Still need more practice. Thank you for your videos!
If you are looking for targets then you can dive and listen for ships on the hydrophone. Once i find a ship i usually select an interception point manually and then i go there at flank speed. You have to use time compression to see where the convoy is heading. When i reach the point i stop and put an officer at the uzo. If they don't pick anything up i start over with the hydro again.
Videos are great but I got this game yesterday and so far all I have experienced are game breaking bugs, mostly with the game getting stuck in some time compression that even restarting doesn’t fix. Just nonstop bugs. I have no idea how you all play this game without issue.
I’m not criticising your videos I think they’re excellent. I just can’t get my head around it all and I’m getting frustrated as I’ve spent a lot of time on this I’ve had to go back and restart several times because I’ve forgotten something. It would be better for me if some of this stuff was automated so that there was less for me to think about, at least until I’m more used to the game.
I think what did it for me, I had just reached a critical point with the targeting calculations which took a lot of time and concentration, suddenly my crew were all unconscious from lack of oxygen! There’s no option to roll back a few minutes to prevent this happening and I’m thinking it would be better if there was an option to let the game take care of things like this while I’m concentrating on the more complicated stuff. The micro-management is a bit over the top and sucks all of the enjoyment out of the game for me, it seems to be a very unforgiving game. It’s also a pity that the in-game tutorial is now obsolete, however I am going to try and run through it again and maybe come back to your videos at a later date if I can manage to improve my understanding.
@@36RChris you can automate quite a bit through enhanced crew management now, but you are right, its not very forgiving. You need to do certain things to survive like managing your own air and fuel reserves. Its a subsim.
Unfortunately it seems like this game is about micromanagement and not really a u-boat sim. Can you play this game without constantly telling everyone what to do? Also...most ships in WW2 did not burn when hit unless they were carrying fuel or ammo. Most of the time it was just a big thunk and a geyser of water and the ships would go down. Usually only one torpedo.
Playing this game without your videos would be utterly impossible. Thanks man :)
Happy to help!
You know its a hard game to wrap your head around when you try to play it without help and fire off a dozen torpedo's that hit nothing but fish & manage to down 1 plane. Love your style, spend 2 videos getting me SUPER familiar with the game & its UI & now we get to learn how to shoot. Maybe my next play through will get me some tonnage.
Thanks! Happy to help!
Thank you for the great tutorials!
A nitpick though. I was a submariner and was one of the people that would help come up with firing solutions. What you are calling "bearing" when calculating with the point 1, point 2, and the protractor is actually the target's course. Bearing would be the angle from your ship, either absolute, where you are calculating from true north, or relative, where you are calculating the angle from your bow.
Sorry, you did first say course, but then as you're doing it started saying bearing. :)
Thanks for the info!
Thank you for making these tutorials, makes me able to enjoy game.
Glad to help! Be sure to check out the updated tutorials for the most up-to-date info!
@@Lite_lySalted Thank you, I will.
Nice set of tutorials Salted! A quicker way to determine direction is to use points 1 and 2, as you did (point 2 being optional), but use your protractor to draw a line from point 1 through point 2 (or the bow of your boat) and end that line with a double click a bit beyond the bow. The protractors line will automagically give you the bearing of the line. Thus, you don't have to calculate the bearing.
Interesting! I hadn't heard of doing it this way. I'll give that a try, thanks!
@@Lite_lySalted I've been doing it for a few weeks now myself, it's enjoyable and very easy. Just be mindful of the protractor tool and your clickss, I've had the tool magically disable itself mid-plotting and accidently gave my boat a new course instead of finishing my calculations.
@@Lite_lySalted If you try it, please show it in the video :)
just started playing after watching the new T Hanks film "Greyhound". Love the game already. Your videos are certainly helping me stay alive and be able to actually do something other than wondering around the map hiding from everything. Thank you Sir. Time to go and sink some ships :)
Glad to help! Happy hunting!
Me too Kez
Lol bro same
When you started to talk about manual torpedo targeting I went to get a calculator
Lol
Same! haha
haha same here!
@@maxpowers1321 quick tip that I only found long after this video: you can simply enter the given value as a negative number; eg -93 degrees etc (dont have to do the math)
@@Lite_lySalted awesome ty
This is awesome, all those books I have read over the years on how to target and now to see it in person :). On my way to my battle zone.
Happy hunting!
Thanks for another helpful video explaining more of the game! Lots to keep in mind, and potentially forget to do!
Thanks for the feedback!
Thank you for the tutorial videos, ive been watching them all while playing along. Its been an awesome help. Hope your channel grows with the game
Glad to help, happy hunting!
One year later and im doing the same thing, still great thank you Mr Salted.
I was about to give up trying to learn this game until I came across your videos. Now I am back in 100%. THANK you so very much!!
Happy to help. Please be sure to check the updated tutorial series for the most current info
Hi. Thanks for a great educational tutorial. Especially since the game right now does not have an up-to-date tutorial. Ive always loved sub games / naval warfare games. This is by far the best and most detailed sub game I've ever seen. I look forward to putting your teachings to good use and become a wolfpack ace. Thanks again!
Glad you've enjoyed the content!
Just got this game and was quit frustrated due to the difficulty and learning curve. This series help tremendously! Thanks. Fair winds and following seas my friend.
Very glad to help! Happy hunting!
Hi there, bought this game in beta and really struggled to get into it. Just found your tutorial videos and it has allowed me to revisit the game and I am now playing and enjoying it. These tutorials are superbly put together and extremely easy to follow, thanks so much 👍
I'm very glad to have helped! Please be sure to check out the latest tutorials for the most up-to-date info.
Thanks a lot, for this set of U-Boat tutorials 👍🤘
Happy to help! Be sure to check out the updated tutorials for the most up-to-date info!
Legendary guide. Thanks!
Glad you're enjoying it!
Was great help with manual calculation. managed to help me hit the Illustrious after 6 manual attempts previous
Glad to help!
Thanks for your Efforts.. another great Video
Thanks very much!
When my wife get tired of me playing the game, I can watch your videos. And I enjoy it just as much. Thank you.
PS I saw one video with a small stop watch on the screen. Do you know what Mod that came from?
Thanks very much! The stop watch is not a mod, it was a game with "realistic time compression" on
This was really helpful. Thank you. Looking forward to getting in to UBoat (as used to Play Silent Hunter years ago).
Happy to help!
That was super good. I am really enjoying these tutorials.
I'm glad, and thanks! Make sure to check out the updated tutorials for the most up-to-date info!
Nice, thank you from Germany!
Thanks for the feedback!
This is great! Thank you.
Here's to learning to get torpedoes to not miss because I'm having my officers auto calculate with their broken eyeglasses.
thanks for the torpedo attack tutorial. Grettings from Argentina
Happy to help!
excellent tutorial series,... just started playing the game and your tutorials are very helpful.
Glad to help! Happy hunting!
Looks like manual calculating is much faster than the auto solution and it's not that hard as it looks. I'm definitely going to try it out next time. Thanks for the tutorial 👍
Glad to help, happy hunting!
6:00
The compressors, pump, ventilation, gyro compass, and light (I think, don't quote me on this one) can all now be accessed from the tab menu. I'm not sure on how it selects which officer to send, but it makes using those systems much more convenient.
Yep. Came along with 127
its not selecting an officer the new system selects an sailer
@@dennishorst9367 I've had it do both, I think, depending on proximity, but I'll have to check.
Also, I said this before 128 hit unstable, and I know it did in 127.
tired to play this without a tutorial and died many times think you've helped me greatly although i might still fail a bunch at least I think i can play a bit
Happy to help! Make sure you check out the updated tutorials for the most up-to-date info!
Liked the game. But after your tutorials I know love it thank you mate
Happy to help
Thankyou for this tutorial its a massive help .
Thanks for the feedback! Happy hunting!
Very well done tutorial.
Thanks very much
forgot to add that you just need to use the map way you showed and then use the first number you get on that and use the one you get there and put it in the course compass
Woot first! great stuff as always Salted
Thanks!
You've sold me this game, just got it :) love yer style too, thanks and awesome. I will be playing standard initially, but would be realy interested into any workshop mods you would suggest :) o7
Thanks! For mods, I stay fairly vanilla but I do use Authentic Goods and DFSX. I've heard very good things about one called Uboat Expanded or similar. Some folks in my Discord are pretty big on mods.
@@Lite_lySalted Blimey that was quick :)
Thanks ever so much, Yeah, I'll keep it vanilla until I'm happy with what I'm doing, which might not be all that good and maybe add some mods from there. I might give you a shout for your discord at some point if i may? Pick up some tips and tricks alongside your vids, Thanks again, fair winds o7 :)
@@A.Steptoe absolutely! The invite link is in my "About" page, as well as linked in the descriptions of all my videos. Hope to see you there! Following seas!
@@Lite_lySalted Cheers! o7
Another Great Vid! Keep them coming!
Thanks! Glad you're enjoying the series!
pretty imformative (from the start) but i'm not sure you really covered the hydrophone (sonar suite) station, also did you mention having extra help from the crew for the officer tasks, also increases the rate that moral decreases.? i don't recall.....however different builds change the way some of the mechanics or parameters work and have been set such as the degree of damage (balancing) which is improving with each build.......and i'll just add the manner you explained manual targetting was really good, and not as it sometimes can be, overcomplicated..great work
Thanks for the feedback!
Im new here, good videos dude :) grettings from Chile !
Thanks! Hello from the east coast of Canada!
Very useful your video, it helped me a lot.
I'm glad!
Thank you for this wonderful tutorial yo
Happy to help
Great video, thanks!
Glad you liked it!
@@Lite_lySalted in your opinion whats the best way to keep discipline high?
@@Jack-qk7tq The most effective method I have found is by using the benefits provided by vacations. Some of them have the added bonus of a +5 to discipline for 10 days, or similar.
Without vacation bonuses; I stand by using multiple food types in the galley, a minimum of 3. That serves to offset general discipline issues from fatigue and short depths.
Once your discipline depletes (ie, during long attack runs), there is no proven method of stopping it. You can do your best to slow the loss by avoiding using crew to help your officers where possible.
A glitchy tip: I've found that if you have one of your officers begin playing cards with the crew just before entering a situation of "alarm" status; that officer will CONTINUE playing cards, so long as you do not try to move them to another station. This is likely a bug in B126, so don't count on it being useful for long.
Hope that helps! Happy gaming!
Thanks for the great video once again. I wish this game was harder, I have it on the hardest difficulty. It just not the same in fear level as sh5 but I know that will change
Glad you enjoyed it!
Stick all the crew on the diesel engines and fill your tanks ! perpetual motion
learned from this video if you just use the protractor and ruler to get the degree you saw it will auto calculate the negative degree so... dont need to math to hard lol
Great video!
Can you explain a little bit on how you used the compass to determine the distance of the target? Not exactly sure why you stopped the circle where you did.
Thanks!
Since the line doesn't show exact values (eg 1360m), I find it best to go to where the value of say 1km changes to 2km and measure the remaining distance via ruler, adding or subtracting as required.
@@Lite_lySalted thanks for the response brother. I also found your updated tutorials as well which helped out.
Another question. Every video I watch everyone has these nice grid lines but for some reason I don't. I have a huge grids and I have to go to the way right or left when trying to get the angle for the heading. I thought it might be low navigational correctness but the last engagement I had I was over 90%.
Is this a game setting I'm missing?
Maybe I need someone on the navigation station when looking at the map...
@@TrocSeven Not something you're missing. Builds of the game previous to 128 had nice gridlines. They've adopted a new map type that is said to be period-specific which eliminates alot of the gridlines.
@@Lite_lySalted ah ok! Thanks!
19:00 I'm not sur I follow about the direction calculation. -English isn't my first language-.
Why would the 103° found wouldn't work?
Isn't the direction always relative to North? Or is it using your own sub direction as the reference point?
Try this one: ruclips.net/video/68NgMW10sew/видео.html
Basic questions: how do I access the rorpedoes to heat them prior to firing; how do I access the torpedoes (I am unable to do so.)
Hold TAB and use the menus or walk over and right click
Another great tutorial :)
Thanks!
Do the torpedo calculations work for B127? The meter to set the angle looks different.
The course tool has changed, yes, but otherwise everything runs the same.
@@Lite_lySalted Ah, good to know. Thanks.
Got this installed now, although I haven’t had a chance to try it yet. These vids are going to be really helpful thank’s. Sadly I’m not the sharpest tack in the box and need all the help I can get. The bit about the calculations got complicated fast. I’m going to need to watch this a few times and write stuff down. :) Question about torpedoes if that’s alright. You fired two at the cargo ship, but one was clearly enough. Redundancy of course.... but, per last vid but one, you start off with so few to complete your mission. For that matter, was this merchant armed? Would you ever close right in and use the deck gun to conserve your boom fish?
Thanks! It's very common that one torp won't be enough. When closing with a convoy of merchants only, yes using the deck gun is an option. I prefer the fireworks myself ;) Some merchants, like the C3 or Liberty are armed, and can be identified as such by using the attack periscope
During the torpedo shot the course of the u boot was almost parallel to freighter. How the torpedos suddenly turned 90 degrees towards freighter? Shouldnt you before the shot have turned the bow of the u boot towards freighter? Anyway great tutorial
The orientation of your boat does not matter in this game.
@@Lite_lySalted so if the orientation doesn't matter I can use rear fish same as the front one? Or will it behave as a data of oposite AOB?
@@cwarekd2 if you fire the rear tube it will turn 180 and go wherever. Any torp will go in any direction you calculate
@@Lite_lySalted whereever or theoretically hit the ship behind u boot with same speed distance and AOB 77 degrees :) I wish I could see this
I couldn't say. I use map tools, not AoB
As I love highfleet which is essentially a flying submarine simulator at times, I like this game too but I keep on missing torps even when I calculate my solutions manually using the tools and even the maps.
I don't know if I'm too far? What's the best range to fire? Is 5km too far away?
Sometimes, reloading a save makes the torp hit without me adjusting any calculations. Is there small rng involved here?
There's no rng to my knowledge. 5km is the absolute max for T2 torpedoes, even an extra 2m is too far for them. Try watching this: ruclips.net/video/68NgMW10sew/видео.html hope it helps
Thank you for the helpful vids!
Out of courtesy your course calcucations is different to mine i got red and green bow thing, is there a way i can change that? to yours, and thank you helped me out a lot better
Yeah, that's what they changed the course tool to in B127. I don't think you can get the old one unless you play older builds. Sorry!
@@Lite_lySalted don't be sorry thanks for the reply. And answering my question.
So just checking, you don't have to have the bow of the Uboat facing in the direction you wish to hit if you have all the calculations completed?
Correct.
So I noticed on the map when firing at your target that the U-boat isn't technically facing the target ship...can this be explained or do the torps make big right turns?
The torp steers to target
Amazing video sir, how did you pause time without clicking the pause button?
Thanks! Spacebar. I have a vid detailing keyboard commands, if you are interested, here: ruclips.net/video/FIrcW3QwE9k/видео.html
poor empire lad, that song was beautiful to put him to rest.
side note i noticed alot of lag during your vid, idk if that is me or your recording software or if the build is just like that please let me know. I am watching all your tutorials before i start playing so thanks for the help as well. :D
Lol thanks!
That's my potato pc trying to encode. My new content is full HD smooth. The game runs very well, promise lol
Hi Lite_ly Salted. Thanks for the awesome videos. I've had the game about 6 months but struggled with a range of concepts that you have made clear for me. I have two questions that I hope you may be able to answer for me. 1. when finding a target speed through the periscope using the chronometer, does the uboat have to be fully stopped (that's what i do now) 2. When on the surface in good weather and during the day, how close can you get to a target ship without being seen (approximately)?
Glad to help! 1. Nope, but it does make it a little more accurate of a reading. 2. Anything less than 5km is dangerous. Happy hunting!
Hello salted. Wondering if it’s possible to lock the target with the scope or uzo???
Yes, when you're looking at a target, you'll have a prompt on the screen to lock. Hold the E key for a few seconds.
Lite_ly Salted thanks man!
Thanks Bro xx
Any time
I just purchased the game and I'm on Tutorial 3; I can't aim the deck gun, yes it fires but I don't see how to aim it. The message says "right click on the freighter" but nothing happens. Need helps, thanks.
To aim the deck gun you need to go to first person mode and fire at it like any other fps game.
Thank you so much for the tutorials. I love the game and wanted to learn how to manually target ships and you pretty much went into great detail in this tutorial for that and I thank you. However I still have questions. After You found the course and what not you subtracted the number from 360. If the ship was headed east would you add instead of subtract? Hope to hear back because I really want to sink my first ship manually but I doubt I will come across a ship doing south west without scouring the seas for hours.
Your humble watcher and fellow RUclipsr, Jarl Greedo.
Yes, east-bound you add from zero. Tip: the game now accepts negative numbers (ie -103), so the math is no longer required for west-bound targets
Lite_ly Salted That’s a nice mechanic to add. Just one last question, for f the ship is traveling north would it be zero or three sixty and if it was traveling south would it be Ninety? I know both of these patterns are highly unlikely, I’d just like to know in the off chance I run into it.
@@Blueqoose Youll run into the odd ship going those ways. Pick a starting line (either the 90 or 270) and if the ship is going say nne you go 90 minus your angle. Nnw would be 270 plus your angle. Opposite for south.
Lite_ly Salted Thank you! Any reason it’s 270 instead of 360?
@@Blueqoose because you'll be using the horizontal line of your cross, not the vertical as a start point. So either from 90 or 270
Question about firing torpedoes. I haven't started playing the game yet, as I want to get through your entire series first and be better prepared.
After putting yourself in a good position to fire, do you have to 1) do a full stop and 2) manually aim your boat at the vessel you're attacking? Or is aiming an automatic part of "getting a firing solution"? I assume, when you fire 2 torpedoes and they're aimed 40m apart, the boat turns ever so slightly between firing #1 and #2?
(I'm assuming real boats also did this, as they can only fire a torpedo straight forward out of the tube, right?)
Thanks for taking the time to do these tutorials!
1) nope. 2) nope. The torps turn to target.
@@Lite_lySalted Thanks! I actually saw this exact thing happening in episode 5. Awesome work!
@@jvtroyen thanks!
`Captain we're lost!' What does the compass say? `Ah, we don't have one...' What?
Lol!
Hi, please a clarification on your speed calculation. With your method I get the doubt that if my sub was traveling parallel and at the same speed as the target, the target would appear to be stationary, i.e. its bow would never pass the periscope centerline. I mean: how can I correctly calculate the target's speed if I am also moving?
Or is this true: if I move, I must not be parallel to the target, and the game does all the calculations after the target's stern has passed the periscope line?
I assume you mean speed via periscope. It works, trust me.
@@Lite_lySalted Yes, via periscope, as you show in the video at 17:29 while you go at flank speed. Okay, I trust you. Although I still don't understand.
@@luxman14 i don't know much about programming games. Couldnt say.
Great tutorials! Thanks. You from the east coast of Canada by chance?
Yep! Nova Scotia. Is it that obvious? Lol
@@Lite_lySalted Ha! I knew it. I live in England now, but grew up just outside Halifax...
@@samurai1-18 wow lol small world!
I don’t get this, I did everything as you told me to and my torpedos didn’t track the ship at all and terribly missed.
I was surprised to see you firing torpedoes at the target without turning the submarine to actually face it. Was it technically possible? I thought only surface ships could have rotatable torpedo launchers...
Not actually possible. Game logic.
@@matthiashellwig2536 indeed and having a gyro angle exceeding 10-20 degrees greatly decreased the odds of a hit as well.
What would AOB be if you were aiming at the port side?
I'm sorry, I'm not sure I understand the question?
The game does not ask you for the AOB, it is calculated by the game itself by giving it the course of the target. The game knows position and bearing of the submarine and with the course of the target it calculates the AOB.
What do you think, this or SH5? I know this might be new and shiny, but i'm looking for a fund game I don't need a calculator for!
I had a hard time with the launcher for SH5. You dont need to do any math at all in Uboat. You can allow the crew to calculate automatically
@@Lite_lySalted haha. Was being a bit facetious, but looking for a good sim with out too much curve or micromanaging. I mean, does telling people to sleep or drink coffee get in the way? And does crew get promoted/skill up?
The base management system is fine for casual play. And yes, they level up.
@@Lite_lySalted Cool thanks. Your tutorials are on point!
Thanks!
I am currently doing this tutorial and i have no torpedoes left, there is no option to restart, what can i do ?
If you have a previous save, you can load that save. If you don't, you'll have to quit and start over.
@@Lite_lySalted thanks
I found a previous save.. And it was only a few minutes before i got to the target area, thanks again
Is there any way to remove the damage icons of enemy ships? I find a "health bar" to be a little cringe.
Not that I've found. Best practice is not to select the ship on the map view unless you have to target it for torpedoes. Once you click away from it, you will not see its info card.
@@Lite_lySalted What if I want to fire a second salvo? I think it needs to be relocked (selected) and that would display the health bar again.
@@GTOAviator You are correct. I tend to never launch a second salvo at a single ship. Waiting them to stop their evasion maneuvers takes too long.
Unfortunately, I have no fix for your issue. Sorry!
@@Lite_lySalted that brings up an interesting point. IIRC many uboats, especially late war, would fire and forget on convoys. They were crash dive attempts to disrupt allied supply lines while limiting kriegsmarine losses. I wonder how many uboat captains fired follow-up salvos at the same ships.
@@GTOAviator if I had to guess, I would say few. The finite resources aboard would mean if the best you could do was damage or cripple a ship, then you would count yourself lucky.
Damn it, its all trig
Always has been lol
I don't know why, but my stadimeter doesn't work. It doesn't take me to that ghost image where I can do the Q and E to ascertain the distance to the enemy ship. Any ideas on why this is happening? Edited to add a big thank you for these videos!
I'm not sure why your stad isn't working. I haven't come across that yet. Thanks!
@@Lite_lySalted Thanks for the reply! I'll keep researching and tinkering.
Let me know!
Tq man..
Can you give a list of usefull mods?
I like hwa realistic sound, authentic goods. I've heard good things about the tdc mod too
Does the frame rate always suck? Is it just the game, your pc or just the recording?
My pc. These early videos are quite low quality, sorry.
@@Lite_lySalted All good was looking into this game and was worried it was a issue with the game. The information is far more important in this case than the visuals :)
@@RevWolf1776 very kind of you to say, thanks
I can never find any ships on my missions. Any tips?
It happens! I recommend taking your boat down to PD, or if you are in rough weather, down to 30m. Have your radio officer use the hydrophone with 1 helper. Go to speed forward 1 or even stop. You'll often pick up propeller noise at a distance this way. Happy hunting!
@@Lite_lySalted Thanks for the response. After a few tries I can now consistently pick up propeller noises, but when I try to chase them down I lose them, or if I keep diving and listening to them I run out of air long before I can catch up. Any tips?
@@urungumburum3680 when you pick them up, use your map tools to place a mark, let a few minutes pass then place another. Use the ruler to sketch out a rough course for them and aim for a place ahead of them. Dive, and see how close you are then.
You could also run your ventilator to keep your air running for longer if you choose to stay submerged.
I'm not even close with this game. I have been depth charged by 4 warships twice in a row now, and that's on EASY!!!!!!
Give it time. We all start out the same
why is your map so clean with straight lines and mine looks ....... well, nothing like this ?
That's an older video, shows build 126. Looked different back then.
@@Lite_lySalted that,s a problem.
I stil cant make my own calculation propper...
Keep at it!
I'm on my first patrol and I literally cruised around the entire sector and completed the distance requirement without spotting a ship. Also never received any radio transmission mid-patrol for a side mission. I made a backup save because I'm already at half fuel and still need to sink 4000 GT and make it back to port :S
It happens. Once you've gotten your mileage, consider cruising another sector; the tonnage counts wherever you sink it
@@Lite_lySalted Ended up cruising to unlock a checkpoint, then ran into a convoy as I returned to the original sector. Goof'd my approach and forgot to warm up my torps so they all were duds haha. Had to sink them with deck and flak gun x.x Ran into 2 more convoys as I was headed back too. Still need more practice. Thank you for your videos!
@@arrowshot3000 lol awesome!
If you are looking for targets then you can dive and listen for ships on the hydrophone.
Once i find a ship i usually select an interception point manually and then i go there at flank speed. You have to use time compression to see where the convoy is heading.
When i reach the point i stop and put an officer at the uzo. If they don't pick anything up i start over with the hydro again.
Videos are great but I got this game yesterday and so far all I have experienced are game breaking bugs, mostly with the game getting stuck in some time compression that even restarting doesn’t fix. Just nonstop bugs. I have no idea how you all play this game without issue.
That hasn't been my experience, sorry
PLEASE do something for your fps and no its not because its an early version.
My first few videos are stuttery. Took me some time to figure out how to make content. Everyone starts somewhere
I gave up on this game before I even fired a single shot... way too complicated for me!
Be a dull old world if we were all the same
I’m not criticising your videos I think they’re excellent. I just can’t get my head around it all and I’m getting frustrated as I’ve spent a lot of time on this I’ve had to go back and restart several times because I’ve forgotten something. It would be better for me if some of this stuff was automated so that there was less for me to think about, at least until I’m more used to the game.
@@36RChris didn't take it that way, all good
I think what did it for me, I had just reached a critical point with the targeting calculations which took a lot of time and concentration, suddenly my crew were all unconscious from lack of oxygen! There’s no option to roll back a few minutes to prevent this happening and I’m thinking it would be better if there was an option to let the game take care of things like this while I’m concentrating on the more complicated stuff. The micro-management is a bit over the top and sucks all of the enjoyment out of the game for me, it seems to be a very unforgiving game. It’s also a pity that the in-game tutorial is now obsolete, however I am going to try and run through it again and maybe come back to your videos at a later date if I can manage to improve my understanding.
@@36RChris you can automate quite a bit through enhanced crew management now, but you are right, its not very forgiving. You need to do certain things to survive like managing your own air and fuel reserves. Its a subsim.
Unfortunately it seems like this game is about micromanagement and not really a u-boat sim. Can you play this game without constantly telling everyone what to do?
Also...most ships in WW2 did not burn when hit unless they were carrying fuel or ammo. Most of the time it was just a big thunk and a geyser of water and the ships would go down. Usually only one torpedo.
To an extent, but there is always some micromanaging to do
This game is an absolute piece of shit. Don't be fooled by the shill video or comments.
Don't sugar coat it, tell us how you really feel lol