Yea, i would love to see how they work on this game since war on the sea ones act like a normal gun boat and well cold waters doesn't have proper carrier gameplay!
@@arts6821 Don't be surprised when that scenario doesn't play out like you think that it will. CV on CV battles in the modern age are MUCH different than the glory days of WWII
In modern submarine warfare, deploying more than one noise-maker countermeasure in quick succession can be risky, as it may leave a detectable trail that enemy sonar operators can use to estimate the submarine's path, speed, and even future position. Noise-makers are designed to confuse and divert incoming torpedoes or disrupt enemy sonar detection temporarily, but if too many are released without careful consideration, they could inadvertently reveal the submarine’s movements. To maximize the effectiveness of countermeasures, a submarine crew typically employs them alongside evasive tactics. Changing speed and heading immediately after releasing noise-makers is essential to break the enemy's tracking pattern and reduce the likelihood of detection. By altering its course and velocity, the submarine can escape the engagement area or maneuver into a position where it becomes more difficult for torpedoes or sonar systems to acquire a new track. This combination of countermeasure deployment and rapid maneuvering is critical for evading advanced modern torpedoes and sonar-equipped platforms, which can use both passive (listening) and active (pinging) sonar to locate and track submarines
Not to be overly pedantic to your interesting and informative comment, but using course and velocity together is redundant. Velocity is a vector quantity, the direction is an implicit part of it. Using course and speed together is fine, or you could use simply velocity. The speed is a directionless scalar quantity that is the magnitude of the velocity. I used to teach this stuff in college as a physics instructor and it is common for people to consider speed and velocity as being synonymous terms.😀
One method used for decoys was to drop two so that the torp would (hopefully) end up in a re-acquisition loop between the two decoys instead of swimming in a hunt-pattern towards the general direction of the sub.
I was sitting here yelling, “Stop dropping all the noisemakers! Your torpedoes are going to lose contact! They need to revert back to search mode!” I did ASW for 20 years in the Navy, so I was thinking (but fortunately not yelling) stuff we knew that I’m sure isn’t I the game, because, well, it’s classified! This seems like fun, but it almost feels like I’m back in the saddle again, and some of those days really took a toll on you. Good thing we weren’t weps hot on the kill stores!
@@ze_hansgroupemeng2674 aaaand what happened to censorship all of a sudden? youtube censors almost everything i say.. they cant censor classified information?
as a submariner previously stationed on a Fast Attack Submarine (USS NEWPORT NEWS SSN750) im definitely getting this game finally a way to relive those memories on board and have fun some fun blowing shit up hahah
The new particles and other visual effects are a great advancement on what was in some of their previous titles, as much as I liked the flat animated fire particles in Cold Waters and earlier titles the new ones do an excellent job, I'm especially fond of the torpedo detonation effects
As an old-school P-3 Orion operator, I can tell you that laying more than one noisemaker just leaves a trail to your boat. When the Russians would lay more than one noise Maker, they would the would go shallow as they did it and then dive deep, leading your Torp up as they went down. Other than that, you did everything wrong, and the Russian boat was very stupid beyond comprehension.
Nice, but I really think Sub-Command was the best at it because of the interaction between all the stations. I gave you the ability to control the helm, the sonar, the tma and everything else. I feel it was the best Sub simulation out.
I wouldn't be hyped if I would be you - it is still the same game as it was when it called cold Waters. It is only maybe they will make the naval ships more workable. but the simulation is not there.
I don’t know why but that intro took me all the way back to Red Storm Rising on the Commidore 64 - maybe as Microprose were responsible for RSR (36 years ago!)
This looks incredible so far, once you’ve shown more I think it might be cool to get some kind of overview response or thoughts on the game video, since you’re kind of a subject matter expert (in my opinion). Either way, amazing as always and keep up the incredible work!
For me it is odd hearing "Torpedo in the water" called first. As an STG (Sonar Technician Surface), our call out was "Bridge (which also is linked to CIC), Contact Bearing XXX Sierra 1 - classified hostile torpedo." At this moment, at the same time, IF the ship was not already at Battlestations/General Quarters, we would hit the red lever to bring the ship to combat condition 1AS minimum to Alert the Bridge and CIC of a hostile target, classified as a torpedo (or of course another sub or ship). Going to 1AS condition (which is battlestations anti submarine - full ship battlestations is only called by the CIC or Bridge) would have all STG's on duty immediately react to the contact, would spin up Nixie, CIC would initiate prairie masker if not active, and the bridge OOD or Captain would initiate a full Battlestations general quarters to the entire ship. We would then continue through all this spinning up our weapons stations for both Torpedoes launchers, ASroc launcher and other actions and capabilities that are classified so I cannot disclose them. From there we would continue with "Torpedo S1 Bearing XXX, Range 2500 yards, estimate speed 40 knots. Torpedo BEARING XXX, Range 2450 yards, estimate speed 40 knots.. and so on. We were taught to us as little extra speech and pass only specific relevant data. The STG manning the passive cabinet would be attempting to get a blade rate off the contact as well as looking for any harmonics of the ship or sub that fired the torpedo. Once the 18 or 19 tail was deployed (if not already deployed), bouys would be launched from the ships sonobouy launcher until the helo was emergency launched. Finally one STG would head to the bridge to do a BT Drop to get immediate and current information of temperature, gradient and layer information right now which was input directly to the sonar stacks. Once more STGs arrived in Sonar Control, the second stack would be manned my the lead STG who would take tactical command. Torpedo detection call outs would continue from the original STG stack and person while the lead would start looking for the shooting platform and deciding whether to go full active, the type of active, frequencies used and more. Believe it or not.. I miss deployments... I loved serving.
You should play the simulation Dangerous Waters. It's certainly far from reality but it's the best there is at the moment (while waiting for Modern Naval Warfare).
@@ms-lazuli7435 I did.. 20 years ago. Along with Fleet Command, Command series, North Atlantic '86, Great Naval Battles and just about every submarine simulation there is.
I'm super excited to see more of this game! It looks phenomenal, and seems to really care about getting the details of late Cold War naval combat right
man i,m so excited for this game, everything i've seen so far is perfect, from details, to realism...even the soundtrack (it reminds me of 80/90's films like the hunt for the red october, crimson tide and the rock. Can't wait to see the campaign map eventually!
I just found out there’s a modern submarine game called Cold Waters, never knew this game existed (just only heard of the uboat and silent hunter games etc..) and it’s been out since 2017, I’m buying this game now so I can practice with it and familiarize myself with the gameplay because it looks similar to Sea Power……at least I’ll have some idea concerning the gameplay and won’t be totally lost like I was with the uboat game.
There are some nice mods for it as well that add more playable subs to the game, as the base game is quite empty. Also give "dotmod" a try. Bit of a bitch to install, but a really nice mod that increases realism/difficulty
OK, first time viewing this. Very Cold Waters vibe. Oh... one of game's designer was head designer of Cold Waters (Killerfish Games). Unity engine too? No wonder it looks like aforementioned (itself a spiritual successor to Red Storm Rising). It appears more promising than that Silent Service II remake/knockoff. Let's hope it actually delivers🤞
Glad to see subs get sorta the same control layout as in Cold Waters. I also hope we get the same type of UI for thermal layers and weapons control on all water vessels.
Thanks WP for the preview on this sim. I use modded versions of SH3 and CW and am really interested in seeing another good modern day sub sim to replace CW.
can not wit for this to come out. it has been on my steam Wishlist for awhile glad to see it has turned out the way i hoped it would. looking forward to your content on this until novmber
I can't wait for November! This looks fantastic! Only gripe I have at the current time is how things look maybe a little too bright underwater. Needs more murk, like DotMod in Cold Waters.
Stay above the thermocline, drop your towed array through the thermocline. Stay out of the enemies passive sonar. It's all about stealth. An Alpha is very fast deep diving sub but at high speeds it's noisy.
It's pretty good considering the submarine is just one of many types of ships that you can command as a fleet if you wanted, ships that are all really detailed.
While you were squiring the enemy sub, could you - in game, or in reality - have sat above the layer with your towed array sonar dangling below? I remember reading somewhere that was a thing. Is that a possibility?
@@ThePotentialFailurein dot mod at least for me you instantly lose or gain contacts when your boat crosses the layer, regardless of what depth the towed array is at. But the base game doesn't even have a modeled or retractable towed array so its still an improvement
Please do a carrier playthrough, I'm curious about the Carrier game dynamics
As soon as I get the game going straight to the editor to build out a carrier v carrier strike group mission. Just like the glory days of WWII.
Yea, i would love to see how they work on this game since war on the sea ones act like a normal gun boat and well cold waters doesn't have proper carrier gameplay!
@@arts6821 Don't be surprised when that scenario doesn't play out like you think that it will. CV on CV battles in the modern age are MUCH different than the glory days of WWII
@@2020Max1how do you know?
@@sebastianriemer1777 Because we're in the MISSILE age, baby!
Bro tought he could sneek in a cold waters intro without us mentioning it
Haha
This hole game is just Cold Waters with all the good mod packs installed
@@GavinGillett Lol no. It's *SO MUCH* more.
@@mavor101 Thats good ... i guess the game and GFX engine being the same is colouring my view
@GavinGillett I'm pretty sure the graphics have been updated as well. They had a video a while back and it ran quite a bit different than CW. :)
In modern submarine warfare, deploying more than one noise-maker countermeasure in quick succession can be risky, as it may leave a detectable trail that enemy sonar operators can use to estimate the submarine's path, speed, and even future position. Noise-makers are designed to confuse and divert incoming torpedoes or disrupt enemy sonar detection temporarily, but if too many are released without careful consideration, they could inadvertently reveal the submarine’s movements.
To maximize the effectiveness of countermeasures, a submarine crew typically employs them alongside evasive tactics. Changing speed and heading immediately after releasing noise-makers is essential to break the enemy's tracking pattern and reduce the likelihood of detection. By altering its course and velocity, the submarine can escape the engagement area or maneuver into a position where it becomes more difficult for torpedoes or sonar systems to acquire a new track. This combination of countermeasure deployment and rapid maneuvering is critical for evading advanced modern torpedoes and sonar-equipped platforms, which can use both passive (listening) and active (pinging) sonar to locate and track submarines
Probably true, but not when you're evading two Mk 48's yourself.
Not to be overly pedantic to your interesting and informative comment, but using course and velocity together is redundant. Velocity is a vector quantity, the direction is an implicit part of it. Using course and speed together is fine, or you could use simply velocity. The speed is a directionless scalar quantity that is the magnitude of the velocity. I used to teach this stuff in college as a physics instructor and it is common for people to consider speed and velocity as being synonymous terms.😀
@@videomaniac108 thanks. I might have got things a little bit wrong. Interestingly I do not have a word for velocity in my native language.
Yeah, I can say the same, that in my language is not really translatable too (In the way that you Trying to explain it). @@videomaniac108
One method used for decoys was to drop two so that the torp would (hopefully) end up in a re-acquisition loop between the two decoys instead of swimming in a hunt-pattern towards the general direction of the sub.
Damn.. the opening.
Thank you!
@@Wolfpack345 I had a metal gear solid flashback
@esquim8334 I was thinking of the Tom Clancy movies, especially 'The Hunt for Red October'.
These orders are seven bloody hours old!
@@Myuutsuu85give me a ping Mr. Vasily. one ping only please. 🤣🤣🤣
Pretty lit for this, but I miss the Cold Waters "Conn, Sonar!"
well, play it again?
bring back fpschazly
I miss that too
im sure someone will mod those voicelines in!
modders will fix this (hopefully)
I was sitting here yelling, “Stop dropping all the noisemakers! Your torpedoes are going to lose contact! They need to revert back to search mode!”
I did ASW for 20 years in the Navy, so I was thinking (but fortunately not yelling) stuff we knew that I’m sure isn’t I the game, because, well, it’s classified!
This seems like fun, but it almost feels like I’m back in the saddle again, and some of those days really took a toll on you. Good thing we weren’t weps hot on the kill stores!
I can just imagine all navy veterans screaming the confidencial things they know at the youtubers
Sea power will soon be the naval equivalent of war thunder of leaking classified document
@@ze_hansgroupemeng2674 I was just thinking the same thing.
@@ze_hansgroupemeng2674 aaaand what happened to censorship all of a sudden? youtube censors almost everything i say.. they cant censor classified information?
Same
I'm stoked that MicroProse is back. They made great games back in the 90s.
They made great games back in the 80s too.
Amen to that, Microprose and Spectrum Holobyte set the standard for sim gaming back in the day
Star Trek Birth of the Federation & Master of Orion 2!
Mechwarrior represent
Microprose and Interplay were always my favourites in the 1980s. Still nostalgic for the box designs.
as a submariner previously stationed on a Fast Attack Submarine (USS NEWPORT NEWS SSN750) im definitely getting this game finally a way to relive those memories on board and have fun some fun blowing shit up hahah
This sub combat is amazing. Love the realism focus. This game looks like it's gonna excel in all levels of naval combat.
Agreed!
The fact that Microprose is publisher - it's only a question of how amazing, not if.
I'm stoked to see more!
The new particles and other visual effects are a great advancement on what was in some of their previous titles, as much as I liked the flat animated fire particles in Cold Waters and earlier titles the new ones do an excellent job, I'm especially fond of the torpedo detonation effects
Dude, please keep these coming.
I will try :)
I relived some memories when he did a Cold Waters opening, haven't heard those in AWHILE, thank god we finally got Cold Waters II.
I tried watching other TH-camrs but they had no idea. You appreciates this game. Pleasure to watch you play it.
MicroProse is back??? AWESOME!! They always made great Commodore games! I LOVED Gunship, Silent Service and Project Stealth Fighter.
O YES!!!! I loved "Silent Service" to. Spend so many hours till deep into the night!!! 🙂
Project Stealth Fighter got me hooked on flight sims. I still am, 35 years later.
I thought the same! But that also exposes us as Gen X... 😂
F-15 strike eagle and Red Storm rising! Still have my Commodore and those games on the 5 inch floppy. 😁👍
i miss cold waters now, damn
same as me, even I miss the dangerous water was no except.
As an old-school P-3 Orion operator, I can tell you that laying more than one noisemaker just leaves a trail to your boat. When the Russians would lay more than one noise Maker, they would the would go shallow as they did it and then dive deep, leading your Torp up as they went down. Other than that, you did everything wrong, and the Russian boat was very stupid beyond comprehension.
Nice, but I really think Sub-Command was the best at it because of the interaction between all the stations. I gave you the ability to control the helm, the sonar, the tma and everything else. I feel it was the best Sub simulation out.
fast as hell cause im craving sea power
Oh lol, the Cold Waters intro style, i miss those
Yeah
I've been waiting for Sea Power for years. If I had to choose a way to first experience it, I'd choose a Wolfpack video.
Lucky me!
Stop showing me more. you're only making me MORE hyped. I can not wait for this.
I wouldn't be hyped if I would be you - it is still the same game as it was when it called cold Waters. It is only maybe they will make the naval ships more workable. but the simulation is not there.
@@Eduard_Kolesnikov You can't be serious. This is simpily, false.
@@Wolfpack345 Will this be only single missions or will it have some kind of campaign that progresses forward? If you know that.
@@commandershepard2268 Campaign is work in progress. Just missions for now
@@Wolfpack345 Thank you.
Is anyone else getting Cold Water vibes from this!!!! I would watch a cinematic play through of this by Wolfpack over ANY tv show!
It’s the same developer
I don’t know why but that intro took me all the way back to Red Storm Rising on the Commidore 64 - maybe as Microprose were responsible for RSR (36 years ago!)
It's a different Microprose, actually, but the owner does seem to be a legit fan of the original publisher's work.
Was literally glued to the screen. Haven’t been that tense since hunt for red October and U-571
You got me into cold waters and I was crapping my pants thinking torpedo avoidance watching this. Cool vid.
This game looks so promising, great job with the presentation! The Devs should totaly pay you to voice all the Scenario Briefings!
The game is looking pretty polished.
Good work dev's. and you too for bringing us a preview.
I just saw the release announcement trailer after your first video on the game and it hyped me up so much. I’m beyond excited for this game.
This looks incredible so far, once you’ve shown more I think it might be cool to get some kind of overview response or thoughts on the game video, since you’re kind of a subject matter expert (in my opinion). Either way, amazing as always and keep up the incredible work!
For me it is odd hearing "Torpedo in the water" called first. As an STG (Sonar Technician Surface), our call out was "Bridge (which also is linked to CIC), Contact Bearing XXX Sierra 1 - classified hostile torpedo." At this moment, at the same time, IF the ship was not already at Battlestations/General Quarters, we would hit the red lever to bring the ship to combat condition 1AS minimum to Alert the Bridge and CIC of a hostile target, classified as a torpedo (or of course another sub or ship). Going to 1AS condition (which is battlestations anti submarine - full ship battlestations is only called by the CIC or Bridge) would have all STG's on duty immediately react to the contact, would spin up Nixie, CIC would initiate prairie masker if not active, and the bridge OOD or Captain would initiate a full Battlestations general quarters to the entire ship.
We would then continue through all this spinning up our weapons stations for both Torpedoes launchers, ASroc launcher and other actions and capabilities that are classified so I cannot disclose them. From there we would continue with "Torpedo S1 Bearing XXX, Range 2500 yards, estimate speed 40 knots. Torpedo BEARING XXX, Range 2450 yards, estimate speed 40 knots.. and so on. We were taught to us as little extra speech and pass only specific relevant data. The STG manning the passive cabinet would be attempting to get a blade rate off the contact as well as looking for any harmonics of the ship or sub that fired the torpedo. Once the 18 or 19 tail was deployed (if not already deployed), bouys would be launched from the ships sonobouy launcher until the helo was emergency launched. Finally one STG would head to the bridge to do a BT Drop to get immediate and current information of temperature, gradient and layer information right now which was input directly to the sonar stacks. Once more STGs arrived in Sonar Control, the second stack would be manned my the lead STG who would take tactical command. Torpedo detection call outs would continue from the original STG stack and person while the lead would start looking for the shooting platform and deciding whether to go full active, the type of active, frequencies used and more.
Believe it or not.. I miss deployments... I loved serving.
You should play the simulation Dangerous Waters. It's certainly far from reality but it's the best there is at the moment (while waiting for Modern Naval Warfare).
@@ms-lazuli7435 I did.. 20 years ago. Along with Fleet Command, Command series, North Atlantic '86, Great Naval Battles and just about every submarine simulation there is.
Maybe we should do a *_Dangerous_*_ Waters_ series at some point? That's as grounded as it can possibly get!
Man the intros to these videos bring back some 80's/90's movie vibes
I can watch this game forever… please keep showing more!
Sooooo ready for the “age of rail cannon” warfare games
Oh wow! I remember playing 668 attack sub on my Amiga back in the day!!! It and M1 tank platoon were 2 of my favourite games.
I'm super excited to see more of this game! It looks phenomenal, and seems to really care about getting the details of late Cold War naval combat right
Only recently found your videos, and I have enjoyed everyone I have watched so far. Thank you!
I see Wolfpack video, I click. Thanks for making lunch more entertaining.
man i,m so excited for this game, everything i've seen so far is perfect, from details, to realism...even the soundtrack (it reminds me of 80/90's films like the hunt for the red october, crimson tide and the rock. Can't wait to see the campaign map eventually!
Cool! There is going to be so much to learn with this game -- I can't wait! Thanks Wolf for sharing :)
been loving the sea power videos, this has been the deciding factor for me buying it when it hits EA
This looks right up my street, cannot wait for more!
Bruh. The opening editing was noice. Sexy use of B roll is underappreciated these days. Nic work, dude!
Thanks man!
The more I see of this game the more I'm certain it's as good as I hoped it would be.
Next carrier run with some AA combat, please!
Wish the sonar had a realistic display like cold waters.
Cold Waters FTW
Go play dangerous waters then
@@cideltacommand7169 688(I) Hunter-Killer
I just found out there’s a modern submarine game called Cold Waters, never knew this game existed (just only heard of the uboat and silent hunter games etc..) and it’s been out since 2017, I’m buying this game now so I can practice with it and familiarize myself with the gameplay because it looks similar to Sea Power……at least I’ll have some idea concerning the gameplay and won’t be totally lost like I was with the uboat game.
There are some nice mods for it as well that add more playable subs to the game, as the base game is quite empty.
Also give "dotmod" a try. Bit of a bitch to install, but a really nice mod that increases realism/difficulty
OK, first time viewing this. Very Cold Waters vibe. Oh... one of game's designer was head designer of Cold Waters (Killerfish Games). Unity engine too? No wonder it looks like aforementioned (itself a spiritual successor to Red Storm Rising). It appears more promising than that Silent Service II remake/knockoff. Let's hope it actually delivers🤞
Love this channel, now I definitely want this game!
Thanks! Be sure to wishlist the game!
i desperately need more of this game, i cant wait for the release
Brilliant .... reminds me of the old 688i sim 👍
Glad to see subs get sorta the same control layout as in Cold Waters. I also hope we get the same type of UI for thermal layers and weapons control on all water vessels.
This is a game/simulator I need to buy as soon as it comes out...can not wait to try it.
Excellent showcase! Can’t wait to see more of this game in the future!
«… a game of chessh, againsht our oool’ adversharry…»
I’m really looking forward to this game. Great video. 🙂
Great series. Loved the action, looking forward to seeing more. I've been waiting for another great submarine series.
Really enjoyed the Cold Waters series, so the intro was pure fan-service. Just wish the videos were longer!
oh man i was so addicted to all of your cold waters series, sounds like we gettin MoAr SubS boISSSSSSS :D
Glad to see another cold waters video. Wolfpack you should do a new series of cold waters love to see these!!!
WOW!!! Very awesome!!! Can’t wait to watch more missions soon from you!!!
Well done, you are the master of underwater warfare.
The ocean floor will once again be littered with all the towed arrays I've forgotten to retract before going to flank speed 🙂
god damn this was the most tense thing i've watched in my life
That was exciting. This game is going to make for an excellent series in the future. 😊❤❤❤😊
Great video. This looks like a great game. Thank you Wolfpack345.
13:50 That impact looks amazing.
I know right?
Pumping these vids out! Keep em rolling, this game looks great!
Thanks WP for the preview on this sim. I use modded versions of SH3 and CW and am really interested in seeing another good modern day sub sim to replace CW.
My cold waters itch has been throughly scratched, I will be impatiently looking forward to more!
If your sitting just above the layer, if the toad array out, and slow. (Say 5kts) shouldn’t that be deeper so listening bellow the layer?
It’ll still help provide triangulation and fill his baffles with the towed array out but yeah dipping it through a layer is great use of it.
@@stevepirie8130 IF that is modal’d correctly
@@firefox3187 hope so 😁
Does that Los Angeles have 96 weapons on board? That's got to be an early access thing right? There's no way they could carry that many IRL.
Oh man im gonna miss the "Conn, Sonar" calls
I love submarine warfare. It's so exciting !
I cant wait for this game's release. Think I have been waiting 2 or 3 years now. It's so close!
Nice story telling. Kind of terrifying being submerged so deep with torpedoes heading your way. Not a pleasant way to go!
can not wit for this to come out. it has been on my steam Wishlist for awhile glad to see it has turned out the way i hoped it would. looking forward to your content on this until novmber
Brohamtaro you can't point the bow at the contact and also hear it on the towed array!
Think the devs included autodetect for the AI at like 1 nm. 80's Alpha at 20kn would be deaf as a post at that range.
I can't wait for November! This looks fantastic! Only gripe I have at the current time is how things look maybe a little too bright underwater. Needs more murk, like DotMod in Cold Waters.
Give us the nitty gritty, how is it compared to Cold Waters?
Looking cool! I've been hoping this would be a successor to Cold Waters with expanded combat as well
Seriously can’t wait to get my hands on this!! 😁
Stay above the thermocline, drop your towed array through the thermocline. Stay out of the enemies passive sonar. It's all about stealth. An Alpha is very fast deep diving sub but at high speeds it's noisy.
It's pretty good considering the submarine is just one of many types of ships that you can command as a fleet if you wanted, ships that are all really detailed.
Oh my gosh this is how I’ve always imagined a Hunt For Red October game, ever since I was a kid!
see cold waters, the daddy to this
Great vid. This game is going to make a great video series!
Wolfpack, FYI I think you might have mispelled "dual" for "duel" on the title card
Great video regardless!
Thanks for letting me know! Fixed
Real men con a Trafalgar Class
Digging The Hunt For Red October typed message tone!
It will be an interesting series for sure. I am still green with envy you get to play it already haha
Sub combat as well! Great video. Keep 'em coming.
O-19 FOREVER!!! Though wow, this one was INTENSE. I am loving this.
That Alpha model looked fantastic
Closest game I've seen that brings back the feel of Harpoon.
OMG actual map tools, much praise devs, wanted them in cold waters.
While you were squiring the enemy sub, could you - in game, or in reality - have sat above the layer with your towed array sonar dangling below? I remember reading somewhere that was a thing. Is that a possibility?
I believe that works in cold waters dot mod
@@ThePotentialFailurein dot mod at least for me you instantly lose or gain contacts when your boat crosses the layer, regardless of what depth the towed array is at. But the base game doesn't even have a modeled or retractable towed array so its still an improvement
waited years for this. awesome
Excellent game play, could watch for hours.. Thank you..
we need a "CONN, SONAR, CRAZY IVAN"
please do longer episodes like the last one, need more of seapower
I used to bunk between MK48 torpedoes when I was stationed on the USS Drum SSN677.
so looking forward to this game. I really hope its great. I played the hell out of Harpoon back in day.