Fun fact about the Tingerfish: it was so abysmal that when HMS _Conqueror_ fired on ARA _General Belgrano_ in 1982, she launched two Mark VIIIs (rendered in the mod as Mark IX, probably because the modmaker doesn't know Roman numerals). They were not only faster, but had a larger warhead and were arguably more accurate---basic point-shoot gryo guidance or not, they at least went where they were pointed. The Tigerfish couldn't even do that reliably, as it had a distressing habit of jumping downwards upon exiting the tube and instantly snapping the control wire. While it could guide itself, the sensors were apallingly bad. On the way back from the Falklands, firing tests against a target hulk registered _no_ hits---two of the five Tigerfish completely failed to work, and the other three missed outright. Combine that with a top speed best described as geriatric and an uncomfortably short range, and you get an abomination against torpedo design that would have consigned a generation of British submariners to an early grave in the event of a shooting war with a serious adversary.
The Tigerfish was indeed bad, but not outrageously bad considering its 1970s competition (the amazing Mk48 notwithstanding). By the 80s, it indeed was outdated, I agree. Most other HWT torps of the 60s and 70s, or the intended era of the Tigerfish, were around 35knt homing torps with wire guidance, some were slower (see the Mk37 - although replaced by the NT37 in the late 70s and 80s). So yeah, it was bad, and the use of the Mk8s vs the Belgrano was the right call considering Conqueror was undiscovered and in a perfect firing position.
My bad on the torps there. Looks like I got my straight runners confused I will fix it in the next update and do some testing to see if the Tigerfish are not running too deep. Must admit I have had to extrapolate data from what little I can find so feel free to hit me up on things that need improving
@@Ragefps No worries! The straight-runners seem to be roughly correct in terms of performance, it's really just a naming error. (There actually was a Mark IX torpedo of similar design, but it was designed for DDs and cruisers). As for Tigerfish, I'm not sure where you'd be best off going. You actually contrived to make the things vaguely useful-the wire didn't break on launch and the fish went where they were pointed. I'd suggest increasing the frequency of wire breaks if you want to go for realism (and if you can do that, but I know it was possible in Cold Waters), or just leaving it more or less be if you wish to err on the side of fun. This looks like a fun scenario. I'm very sad I can't play it (my PC is a potato), so don't think I mean to give you flak. I just like to pick on Tigerfish ever chance I get XD
@@PhoenixT70 haha goodness I actually felt bad writing the stats for the Tigerfish but by I never knew it was worse! There is a reliability stat but I am not sure if it is working in the game yet. The way I see it with the O boats is the Aussies are easy mode, the Canadians are hard, and the British are legendry difficulty. I guess the British must have picked up the designers BuOrd fired after the Mk14/15 saga
Same. I can play a patched up version of Harpoon and the AI might be simple, but it's not "dumb". It won't ignore shots or fly into the ground or loiter over an active enemy airbase when it's got no weapons. That Harpoon can handle scenarios 50 times as large as Sea Power can and I'm not sure I'll ever buy it.
Well, its Early Access. As they say "Your Mileage May Vary" I would at the very least keep this game in mind, give it a few months to a year and it could be exactly what you want. Only time will tell, but I'm hopeful.
ATM, Brother Munro's modding everything himself for the mods he's making, and he's not a graphic designer so he's using what assets that exist in the game to 'fudge' British units. Hopefully, in the future we'll have British units, but right now there's only a couple of British ships available, and from memory they're under Indian colours (they're old Battle Class destroyers sold to India back int he 1950s-60s).
Love Red Dragon - trying to make a scenario around the 'Climb Mount Narodnaya' campaign. Air and Land Battle have given me good ideas for Norwegian/Barents/North Sea scenarios.
This AI is NOT ready to play yet. I appreciate how you sort of narrate it away, but when air-to-air aircraft cannot deal with enemy aircraft, then no amount of executive decision making are going to make it good.
I feel like the game went into early access too soon, the AI needs a lot of work before it’s truly ready, the planes crashing, and generally not evading, and boats seeming confused when moving is quite telling.
Although not valid in this scenario, the A-6E's AGM-123 Skipper is pretty good for dealing with ships in awkward spots. It's basically a Paveway with a rocket booster, so laser-guided instead of radar guided.
...Why is it that so many developers can't get basic interactions with the coastlines right? You'd think it would be a fundamental to a game about ships. EDIT: On the other hand, beaching yourself rather than being sunk by torpedoes is a legitimate tactic...
Reminds me of game. War at sea. Did hunt IJN battleship to fle on ground ... Maybe find an game dev that think out of the box. If u not have knowledge its bad
Bruh I thought I was seeing things as first but the MiG-17 and MiG-21 are somehow painted with VNPA's Coat of Arms and Camo lol. Not the Chinese's PLAF striking Hongkong but the Vietnamese for some reason.
Did anyone notice that the air base was marked as an Icelandic Air Base in an Icelandic City? I'm assuming the dev wasn't able to change the details of the air base.
I am curious about something what determines how many aircraft an air field an have? Also, an emergency scramble order would be nice to have to speed up aircraft launches.
Fun fact about the Tingerfish: it was so abysmal that when HMS _Conqueror_ fired on ARA _General Belgrano_ in 1982, she launched two Mark VIIIs (rendered in the mod as Mark IX, probably because the modmaker doesn't know Roman numerals). They were not only faster, but had a larger warhead and were arguably more accurate---basic point-shoot gryo guidance or not, they at least went where they were pointed. The Tigerfish couldn't even do that reliably, as it had a distressing habit of jumping downwards upon exiting the tube and instantly snapping the control wire. While it could guide itself, the sensors were apallingly bad. On the way back from the Falklands, firing tests against a target hulk registered _no_ hits---two of the five Tigerfish completely failed to work, and the other three missed outright. Combine that with a top speed best described as geriatric and an uncomfortably short range, and you get an abomination against torpedo design that would have consigned a generation of British submariners to an early grave in the event of a shooting war with a serious adversary.
The Tigerfish was indeed bad, but not outrageously bad considering its 1970s competition (the amazing Mk48 notwithstanding). By the 80s, it indeed was outdated, I agree. Most other HWT torps of the 60s and 70s, or the intended era of the Tigerfish, were around 35knt homing torps with wire guidance, some were slower (see the Mk37 - although replaced by the NT37 in the late 70s and 80s). So yeah, it was bad, and the use of the Mk8s vs the Belgrano was the right call considering Conqueror was undiscovered and in a perfect firing position.
My bad on the torps there. Looks like I got my straight runners confused I will fix it in the next update and do some testing to see if the Tigerfish are not running too deep. Must admit I have had to extrapolate data from what little I can find so feel free to hit me up on things that need improving
@@Ragefps No worries! The straight-runners seem to be roughly correct in terms of performance, it's really just a naming error. (There actually was a Mark IX torpedo of similar design, but it was designed for DDs and cruisers). As for Tigerfish, I'm not sure where you'd be best off going. You actually contrived to make the things vaguely useful-the wire didn't break on launch and the fish went where they were pointed. I'd suggest increasing the frequency of wire breaks if you want to go for realism (and if you can do that, but I know it was possible in Cold Waters), or just leaving it more or less be if you wish to err on the side of fun.
This looks like a fun scenario. I'm very sad I can't play it (my PC is a potato), so don't think I mean to give you flak. I just like to pick on Tigerfish ever chance I get XD
@@PhoenixT70 haha goodness I actually felt bad writing the stats for the Tigerfish but by I never knew it was worse! There is a reliability stat but I am not sure if it is working in the game yet. The way I see it with the O boats is the Aussies are easy mode, the Canadians are hard, and the British are legendry difficulty. I guess the British must have picked up the designers BuOrd fired after the Mk14/15 saga
Tigerfish was garbage.
And then some genius came up with Spearfish.
The AI jank is the main thing that's making me hold off on buying this, tbh.
Same. I can play a patched up version of Harpoon and the AI might be simple, but it's not "dumb". It won't ignore shots or fly into the ground or loiter over an active enemy airbase when it's got no weapons. That Harpoon can handle scenarios 50 times as large as Sea Power can and I'm not sure I'll ever buy it.
You'd think they could get the warship AI to understand what land is, and that they shouldn't run directly into it.
The performance of the graphics engine is a major reason for me. Even people with 4090s can't run this without hiccups.
Well, its Early Access. As they say "Your Mileage May Vary" I would at the very least keep this game in mind, give it a few months to a year and it could be exactly what you want. Only time will tell, but I'm hopeful.
Holding off until game saving is added (soon apparently).
As a Hong Konger, glad to see you covering a campaign that revolves around my home lol
same!!
More realistic fighter of choice should be Harrier though.
I lived there for 3 years until I left in 2023
What an excellent campaign to choose to play! 😇
One thing with the Cumberland, her helicopter deck is for more than just ASW work as she carries the Lynx which can carry up to 4 Sea Skuas 😉
South Georgia vibes intensify
I like how the "Jaguars" are Mirage F-1's lol. Cool to see either of them really so. Not complaining.
ATM, Brother Munro's modding everything himself for the mods he's making, and he's not a graphic designer so he's using what assets that exist in the game to 'fudge' British units. Hopefully, in the future we'll have British units, but right now there's only a couple of British ships available, and from memory they're under Indian colours (they're old Battle Class destroyers sold to India back int he 1950s-60s).
@@malusignatius I need to tame a 3D artist to import make models for me 😂
Love Red Dragon - trying to make a scenario around the 'Climb Mount Narodnaya' campaign.
Air and Land Battle have given me good ideas for Norwegian/Barents/North Sea scenarios.
This AI is NOT ready to play yet. I appreciate how you sort of narrate it away, but when air-to-air aircraft cannot deal with enemy aircraft, then no amount of executive decision making are going to make it good.
man i cant wait for microprose to prober add the royal navy into the game like the invincible and hms shefield type 22 to name ships from the 80
I wish they would add the Kuznetsov. She came out in the 80's
one might think the AI needs some polishing at sea and air level.... 😋
I feel like the game went into early access too soon, the AI needs a lot of work before it’s truly ready, the planes crashing, and generally not evading, and boats seeming confused when moving is quite telling.
The biggest issue is near land. Open ocean is good generally.
Although not valid in this scenario, the A-6E's AGM-123 Skipper is pretty good for dealing with ships in awkward spots. It's basically a Paveway with a rocket booster, so laser-guided instead of radar guided.
Those "Jaguar" sure do look like Mirage F1...
...Why is it that so many developers can't get basic interactions with the coastlines right? You'd think it would be a fundamental to a game about ships.
EDIT: On the other hand, beaching yourself rather than being sunk by torpedoes is a legitimate tactic...
Reminds me of game. War at sea. Did hunt IJN battleship to fle on ground ... Maybe find an game dev that think out of the box. If u not have knowledge its bad
I hope they figure out the AI for aircraft. It seems to be a real problem in the missions I’ve seen.
Bruh I thought I was seeing things as first but the MiG-17 and MiG-21 are somehow painted with VNPA's Coat of Arms and Camo lol. Not the Chinese's PLAF striking Hongkong but the Vietnamese for some reason.
Did anyone notice that the air base was marked as an Icelandic Air Base in an Icelandic City? I'm assuming the dev wasn't able to change the details of the air base.
There are very few airbases in the game so far. The Iceland one is one of the most popular ones
Some of ur planes were on emcom does that effect there missles accuracy?
I am curious about something what determines how many aircraft an air field an have? Also, an emergency scramble order would be nice to have to speed up aircraft launches.
@@dragonslayer2107 the number of aircraft is defined in the land unit file
Which mods are you using during this campaign?
There are many
You can find the list on the Steam page of scenario. Link is in the description.
People need to let the game develope before releasing these missions. Otherwise it's giving bad impressions of a game still in ALPHA.