Ohh man, Tortuga is calling me out! I like what you've been doing recently, especially against that surface ASW group. Using dog-legs to confuse the enemy is very effective if they don't hear the launch. My only complaint(s) is that you still aren't doing enough TMA, and still launch at low-confidence targets. A few episodes ago you tried doing some TMA turns, but you didn't wait long enough for the towed array to straighten out between turns. It usually takes a few minutes on a given course before you start getting good data back. The TMA turn itself usually causes SOL% to drop initially, but once you start getting good data back it will jump up much higher and faster than on the previous course. You just have to be patient. A low SOL% makes the apparent range very inaccurate. Not a problem when you're doing straight-fire, but potentially a huge issue if you're using dog-legs to conceal your location. This inaccurate range estimate also botched your first missile attack against the enemy replenishment ship. Since the initial range estimate was way too far out, your TASM didn't even start looking for a target until it had already overflown the intended target. Your second shot did better because it started searching for a target as soon as it passed the trawler. When you're using TASMs, their radar seeker can detect targets a very long way out, and they can go for hundreds of miles but they can't look for targets behind them. Unless you have a non-combatant ship or a sinking wreck you need to pass before arming, it is generally best practice to activate the seeker as soon as possible. The other thing is that once the surface threats are cleared out, you can use radar to spot and track enemy merchants. In this case, with the surface ships dead and the aircraft out of torpedoes, a quick PD trip with the radar mast would have pinned down the replenishment ship for certain. Just remember, ten knots maximum with masts raised, and twenty knots maximum for launching torpedoes.
As Blinson says, good advice all around. So, the usual. I haven't thought to use radar lately, although it does seem pretty obvious now that you mention it (and I've done this with missions in the past, don't know why I forgot).
I do wonder how overpowered the ability in this case to generate a knuckle is. I think it can be used in emergencies, but I doubt it replaces CM entirely (like it does for me).
"You are going to be commanding an attack submarine, which is known for its stealth, and ability to kill without even being detected." *Becomes subsurface BC in 250m depth water*
If this were Silent Hunter 3 or an open-world type experience where we really didn't know what it was, I would hope this style of play would be punished. But as it is, this game rewards this loose play style. I think we can abstract that we have already ID'd the enemy (and lost contact a moment before loading into the combat map).
@@TortugaPower Interestingly enough, the game files (specifically campaign_data.txt files) mention a court martial event for the 1986 and 1968 North Atlantic campaigns, but not one for the South China Sea campaign, that I think is supposed to fire in the case that you sink too many civilians. I guess in this war, your ROE are a bit looser.
A typhoon might be able to survive a torpedo hit, they’ve got five pressure hulls and I’m pretty sure their propulsion plants are in individual pressure hulls as well
Ooh, that helicopter. Welcome to Elite difficulty. ;) Oh, no. Nothing to see here. No war crimes happened at all. What happens in China stays in China. Yeah it's rough trying to go for 30 minutes sometimes. It's cool though, your antics certainly make for some entertaining content.
If I didn't get myself into such a pickle, albeit with less than perfect execution, than it would just be smooth sailing. Who wants that? (Besides me.)
In the event China actually went to war with the US, and they knew the Seawolf was operating in the South China Sea, and they had a good idea of its AO (at this point in your playthrough, they definitely would), yes they would be mining off chokepoints. They would also be dedicating every single vessel with a working SONAR and torpedoes to the Seawolf's AO. The Seawolf subs would be a high-priority target in a hypothetical naval war with China.
"That's why you always leave a note" got me good haha
Ohh man, Tortuga is calling me out!
I like what you've been doing recently, especially against that surface ASW group. Using dog-legs to confuse the enemy is very effective if they don't hear the launch. My only complaint(s) is that you still aren't doing enough TMA, and still launch at low-confidence targets. A few episodes ago you tried doing some TMA turns, but you didn't wait long enough for the towed array to straighten out between turns. It usually takes a few minutes on a given course before you start getting good data back. The TMA turn itself usually causes SOL% to drop initially, but once you start getting good data back it will jump up much higher and faster than on the previous course. You just have to be patient. A low SOL% makes the apparent range very inaccurate. Not a problem when you're doing straight-fire, but potentially a huge issue if you're using dog-legs to conceal your location. This inaccurate range estimate also botched your first missile attack against the enemy replenishment ship. Since the initial range estimate was way too far out, your TASM didn't even start looking for a target until it had already overflown the intended target. Your second shot did better because it started searching for a target as soon as it passed the trawler.
When you're using TASMs, their radar seeker can detect targets a very long way out, and they can go for hundreds of miles but they can't look for targets behind them. Unless you have a non-combatant ship or a sinking wreck you need to pass before arming, it is generally best practice to activate the seeker as soon as possible.
The other thing is that once the surface threats are cleared out, you can use radar to spot and track enemy merchants. In this case, with the surface ships dead and the aircraft out of torpedoes, a quick PD trip with the radar mast would have pinned down the replenishment ship for certain. Just remember, ten knots maximum with masts raised, and twenty knots maximum for launching torpedoes.
Very sound advice kotori.
As Blinson says, good advice all around. So, the usual. I haven't thought to use radar lately, although it does seem pretty obvious now that you mention it (and I've done this with missions in the past, don't know why I forgot).
Bro, You legit wrote this for 1 hour lol. BTW IDK if you were typing this in 1 hour because the video isn't even 1 hour.
What's a war crime or two between friends?
Knuckle Simulator 2019
I do wonder how overpowered the ability in this case to generate a knuckle is. I think it can be used in emergencies, but I doubt it replaces CM entirely (like it does for me).
@@TortugaPower Yeah I do not think so either.
Almost to Episode 13, so finally we can watch two episodes in a row!!!
"You are going to be commanding an attack submarine, which is known for its stealth, and ability to kill without even being detected."
*Becomes subsurface BC in 250m depth water*
Whose got the time to waste chasing these guys down, when we have TASMs =)
Shooting at a target without properly identifying it first?
That's a court martialin'
If this were Silent Hunter 3 or an open-world type experience where we really didn't know what it was, I would hope this style of play would be punished. But as it is, this game rewards this loose play style. I think we can abstract that we have already ID'd the enemy (and lost contact a moment before loading into the combat map).
@@TortugaPower Interestingly enough, the game files (specifically campaign_data.txt files) mention a court martial event for the 1986 and 1968 North Atlantic campaigns, but not one for the South China Sea campaign, that I think is supposed to fire in the case that you sink too many civilians. I guess in this war, your ROE are a bit looser.
@@zuthalsoraniz6764 Interesting. I hope never to find out =)
History is written by the victors amirite
Great work!
Thanks!
A typhoon might be able to survive a torpedo hit, they’ve got five pressure hulls and I’m pretty sure their propulsion plants are in individual pressure hulls as well
Ooh, that helicopter. Welcome to Elite difficulty. ;)
Oh, no. Nothing to see here. No war crimes happened at all. What happens in China stays in China.
Yeah it's rough trying to go for 30 minutes sometimes. It's cool though, your antics certainly make for some entertaining content.
If I didn't get myself into such a pickle, albeit with less than perfect execution, than it would just be smooth sailing. Who wants that? (Besides me.)
In the event China actually went to war with the US, and they knew the Seawolf was operating in the South China Sea, and they had a good idea of its AO (at this point in your playthrough, they definitely would), yes they would be mining off chokepoints. They would also be dedicating every single vessel with a working SONAR and torpedoes to the Seawolf's AO. The Seawolf subs would be a high-priority target in a hypothetical naval war with China.
I love the frantic keyboard beating
Nice
Can this game run ons a
Core I3 3.3ghz
4GB ram
And a 1030Ti 2GB
Sorry that I am asking but yeah I dont trust what steam says
I don't know how I can provide an answer on this.
Check the games page in the steam store , for technical requirements.
@@crispycritter9163 I have a problem with steams requirements sins every game I buy my pc has a problem with or it lags alot or it doesnt work
Easily, I'm running it (on very low graphics settings of course) on a mid-2012 Macbook Pro with a 2.5 GHz i5 and an Intel HD 4000 integrated GPU.
@@zuthalsoraniz6764 thx I helps alot....
The Kiev can take multiple missiles, That is if you can even hit it with a missile because its covered with CWIS systems 😂
Probably similar to a Kirov with defensive capabilities then?
@@TortugaPower Yes only like you said with Defensive capabilities and it may be a bit bigger
1st
Depth Charges! not depth bombs lol you pepega
Stop Talking so much already