German sonar: “Destroyer close!” Skipper: “nonsense, I see the merchant right there” Sonar: “sir……he’s……….narrating his log and asked us to make sure to like the video?” Skipper: “Mother of…….DIVE DIVE DIVE”
Between your and Tonci87’s Silent Hunter 3 career play-throughs, your Cold Waters Seawolf campaign, the great previews and now campaign for Destroyer U-boat Hunter, we’ve just been absolutely spoiled for choice of great content in the subsim/naval sim niche recently!
Baker was cracked open like a beer can, but Able & Charlie were harder to track. Mountie was slow to respond, but respond she did. Love to see more DD on SS action.
How is this become super intense on just 2nd episode? it's like watching Greyhound all over again for the first time, I'm inching closer on the edge of my chair my fist clenched and noticeably sweating.
Such a huge difference from this end of things. Bolting around, hectic manuevering, bouncing back and forth between stations. Much different from the careful stalking in SH. Though it can get pretty hectic there too when you've got eggs dropping all around you from half a fleet's worth of ships, lol...
before you drop your depth charges always wait 2 or 3 seconds, because you are losing contact at the front of the ship but dropping depth charges at the back so always wait a few seconds for you to cover the distance of your ship
I like intro music from old Destroyer Command,this game can connect to game Silent Hunter 2. One player in sub,other in DD. I have nice memories on multiplayer games over LAN with my friends 😊😊
Definitely like this game this one is keeping you on the edge of your toes and the viewers on the edge of their seat anticipating if you're going to be successful in your hunt
Hopefully this game will be a big success for Iron Wolf Studio and they can use it as a stepping stone to create a larger Pacific set sequel expanded to include anti-air & anti ship ops etc
At 22:00 when you were wondering: you put in 0.56 instead 0.76 at plotting, that's what caused the mistake. And if I may say so: Sun Tzu says: "if you defend everything - you don't defend nothing". That would make your decision to go after C instead finishing A wrong, but it's understandable, it was very hectic and A did go deep. Great videos, thanks.
Another very well done video, Wolf!! While it's sad you lost a convoy (no wonder Mountie was pursuing that other U-Boat with such obsessive focus; the sunken ship probably had their buds on it), but it's still about 90% intact. Interesting question would be if the AI only gets a fixed number of UBoats, so as you manage to sink them, attacks become less frequent.
I managed to destroy few uboats using main gun while surfacing, what i did just slow down to 1/3 or full stop and make sure all gun aiming at uboat. The distance must be under 1600-1500 yd. You'll see the huge explosion.
Excellent handling of your boat and squadron mate. It certainly captures the tension of a Destroyer captain although the ASDIC seems a little too good this early on in acquiring and reacquiring u-boats so quickly.. Still feel the U-boat AI is playing a little dumb although better than the tutorial. Coming to the surface that many times and not firing torpedoes makes me wonder about the AI's competence. And why not fire at your escorts? A Fletcher class Destroyer had 28 depth charges. Prety certain you drop near if not over 28 depth charges here. I know dedicated Escort Destroyers had up to 300 depth charges in stock but this is early 1942. Your destroyer would only have the regular complement. As for the Flower it had a max of 40 depth charges and no room for extras. How are you resupplying between encounters or is it an infinite supply? Given in the submarine simulations you have between 16 and 24 torps and then you have to go home it seems rather poor that the Destroyer simulator doesn't put that same pressure on you regarding being careful of when and how many depth charges to use.
With Depth charges, yes. They weren't particularly good weapons for sub hunting when compared to their successor, the hedgehog. They were what they had, so they made do of course. Hedgehogs in particular let the attacking ships retain contact with targets and when they went boom, it was because you had a hit. Since it was basically mortar firing a bunch of torpedo warheads with WORKING magnetic fuses on top of the suspected destroyer, as opposed to depth charges, which were ruddy great barrels of explosives with a timed fuse
@@Veloxyll The very first depth charges were repurposed, 5k lb anti-battleship sea mines with pressure fuses lol. Just rolled them off the ass of the ship and gunned the engines while hoping you wouldn't get split in half by your own explosives.
That would be cool to see damage to the U-boat by having the destroyer running through it, just like it really happened. Kind of a shame it wasn't modeled.
I have actually hit a sub with the guns and cracked it. first and last time (so far) that that has happened. Thanks for the video , really enjoying this series.
In my career save, I completed my first crossing/mission with 4 losses and 3 kill. Not too bad I suppose, most of the convoy got there. 2 of the 3 kills were Mountie, and the last one was me. Funnily enough, it was a guns kill as well as a sub ran on the surface to catch up to the convoy (after having been depth charged for thirty to forty minutes I think). At least we managed to get most of the convoy through with no escort losses I suppose, though we had to leave the crews of 2 ships behind and only had time to rescue 2 crews. I think there's some variation baked into the campaign. My first mission did not have BlackCat and my missions were all in the day for that first crossing. Rough though, the third battle I had that first crossing. so many subs, so few escorts.
Does the sim allow for limited ASW ammunition? Only data I can find on how many depth charges a Fletcher class DD carried is 28; Flower class corvettes 80. The Fletchers' 28 seems rather low: seven drops at four charges a drop? Altho this may simply be a general configuration, and not a dedicated convoy escort / ASW load out. Obviously I'm having lots of fun with your posts!
How do you calculate when to fire charges for medium and deep patters to account for the time to sink to depth? Of course, closure rate times time to sink gives you the required standoff distance, but how do you get the closure rate from the DRT? Other than guessing, of course, and for a shallow pattern you can pretty much just send it. 😅
The TRR you set the depth on and use the tracks to determine the closure rate so that when it intersects the dashed black line you drop. That's the ideal anyway but you still have some guess work based on how you're intercepting their path and how they're turning or changing speed. I can't recall if I've ever killed one when it's deep but it's also not attacking at that point and is moving slower than the convoy so it does give a little bit of breathing room. The AI unfortunately does like to come to the surface to try catching back up instead of just giving up the immediate attack. I've shelled far more to the bottom than would be reasonable since there's no reason an actual crew would surface within a few kilometers of a destroyer unless they were flooding.
lol, pretty certain even one 5 inch shell hit to ANY submarine’s hull would be enough to breach its pressure hull, thereby obliterating her neutral buoyancy
A type IX U boat apparently has a 18mm thick pressure hull. Because the boat sits pretty low in the water I guess you would be hitting the top of it where it slopes inwards, so the effective thickness would be somewhat greater. I suspect this would be enough to resist hits from light weapons (small arms, 20mm AA guns etc) and shell splinters, but 5" armour piercing would punch through it like it wasn't even there. Might actually be more effective than HE, as shots that fall slightly short have a chance of continuing through the water and hitting the sub below the waterline.
Fantastic episode! Really enjoyed it. I’d like to offer one suggestion: instead of telling us the text messages, allow the reports to be spoken by your crew which will improve the continuity and maintain the narration. When you read the text it’s like a game and less an exciting movie. ❤🇦🇺
Hopefully your campaign won't have what happened to me which is that it stopped saving. I've wasted about 3 hours even trying to see if I complete it all at once if it will save at the end of one mission or the start of another but it won't anymore. One thing to note though is you can have Mountie go and rescue merchant crews via the tactical screen which can be handy. Starts to get to be a lot of micromanagement trying to do the DRT yourself once you also have to keep ordering escorts back and forth between multiple boats and also trying to line up your own attacks.
0:38 Do you actually do all the steaming like in SH3? Manage fuel, experience the weather etc or does it jump/load to each engagement with the ‘general quarters’ cutscene each time?
It's cutscene loads each time. The game is still fairly WIP and is more about 'kill the u-boat!' rather than spending weeks staring at a map while waiting for something to go wrong.
So does the convoy become smaller on each successive engagement as they take losses or is it you start out with 16 lose 2 and the next one it's back to 16 again?
Considering that the sonars works at 25kn, the number of depth charges seems unlimited and the sub AI is horrendous, do you think they considered something trivial like the number of available subs?
German sonar: “Destroyer close!”
Skipper: “nonsense, I see the merchant right there”
Sonar: “sir……he’s……….narrating his log and asked us to make sure to like the video?”
Skipper: “Mother of…….DIVE DIVE DIVE”
😂
I can't read it without German accent 😂😂😂
@@tendousatori5 This!!!
Between your and Tonci87’s Silent Hunter 3 career play-throughs, your Cold Waters Seawolf campaign, the great previews and now campaign for Destroyer U-boat Hunter, we’ve just been absolutely spoiled for choice of great content in the subsim/naval sim niche recently!
yes and more great things to come in the shape of Sea power, Modern Naval Combat, Task Force Admiral and Silent Depth 2 :)
29:04 Wolf thinks he has illumination shells loaded but instead obliterates an innocent cloud with HE
had to make sure they understood, nobody messes with his convoy, not Uboats, or clouds(that were involved in the squall)
Suspenseful episode. I like how you can pick up survivors, that's a nice touch
save da homies
Baker was cracked open like a beer can, but Able & Charlie were harder to track. Mountie was slow to respond, but respond she did. Love to see more DD on SS action.
Once a Flower is on top of a sub, she stays there.
Love to see the RCN doing it's job 🇨🇦💪 alongside the Yanks
How is this become super intense on just 2nd episode? it's like watching Greyhound all over again for the first time, I'm inching closer on the edge of my chair my fist clenched and noticeably sweating.
Such a huge difference from this end of things. Bolting around, hectic manuevering, bouncing back and forth between stations. Much different from the careful stalking in SH. Though it can get pretty hectic there too when you've got eggs dropping all around you from half a fleet's worth of ships, lol...
now he IS half the fleet dropping eggs.
Now he knows how the destroyers feel when they are chasing him in Silent Hunter
before you drop your depth charges always wait 2 or 3 seconds, because you are losing contact at the front of the ship but dropping depth charges at the back
so always wait a few seconds for you to cover the distance of your ship
yeah, he regularly drops the depthcharges early lol.
@@5peciesunkn0wn I mean, he is doing it correct, just forgetting to take in the factor of the length of the ship
@@aufstrigende exactly. he's dropping them early.
I really like this content! So used to seeing everything from the sub perspective.. its refreshing to see it from the destroyer!
Out-freaking-standing almost like a war movie
i just watched greyhound the other night, and this felt pretty much the same.
I wish they gave access to newer destroyers & corvettes and weaponry. Hedgehog mortar would be a good addition
Assuming "Strong propeller noise" indicates destroyer is to rear of target. Once again, an excellent and highly entertaining episode! Thanks!
This was a super intense episode and probably much more enjoyable for we, your audience, than it was those U-Boat crews.
This is a horror game, being out on freezing water at night doing calculations to sink an adversarial U-Boat is pure terror
I like intro music from old Destroyer Command,this game can connect to game Silent Hunter 2. One player in sub,other in DD. I have nice memories on multiplayer games over LAN with my friends 😊😊
what, really?
@@thedeadwookie25 He's taking about destroyer command an early 2000's game
@@gotanon9659Yes. That's true 😉
Definitely like this game this one is keeping you on the edge of your toes and the viewers on the edge of their seat anticipating if you're going to be successful in your hunt
Monty needs some Tim Horton's coffee.
Crash dive. Alarmmmmm
AHHHHHHHHHHHHH -the crew
Hopefully this game will be a big success for Iron Wolf Studio and they can use it as a stepping stone to create a larger Pacific set sequel expanded to include anti-air & anti ship ops etc
At 22:00 when you were wondering: you put in 0.56 instead 0.76 at plotting, that's what caused the mistake.
And if I may say so: Sun Tzu says: "if you defend everything - you don't defend nothing". That would make your decision to go after C instead finishing A wrong, but it's understandable, it was very hectic and A did go deep. Great videos, thanks.
I own this game but never really got into it. Awesome episode, now I want to play it. Epic!
I have it also. Looks very hard to learn haha but I do want to.
Love how hectic the action is, 10/10
Even if you wind up going down. I hope you will play this game again in another series. It is visually amazing and I am loving your gameplay!
Yeebus! The intensity and drama is better than most TV shows! This is a fantastic series!
Another very well done video, Wolf!! While it's sad you lost a convoy (no wonder Mountie was pursuing that other U-Boat with such obsessive focus; the sunken ship probably had their buds on it), but it's still about 90% intact. Interesting question would be if the AI only gets a fixed number of UBoats, so as you manage to sink them, attacks become less frequent.
So very different having you as the surface pursuit!! Very enjoyable!!❤
Good teamwork. It looks like you are finally working out the details of how to attack the elusive U Boats. Well done Wolfpack345!
Mountie: "Damn, you look busy, dont mind me."
This is my favorite simulator.
ah the old destroyer command intro song...havent heard that since i was like 6 years old. crazy i can still remember it
Mountie was apparently busy having tea.
You been put in the deep end on this game, just how you like it. For you to get to see other end of battle got to be fun for you. 😊
I managed to destroy few uboats using main gun while surfacing, what i did just slow down to 1/3 or full stop and make sure all gun aiming at uboat. The distance must be under 1600-1500 yd. You'll see the huge explosion.
Excellent handling of your boat and squadron mate. It certainly captures the tension of a Destroyer captain although the ASDIC seems a little too good this early on in acquiring and reacquiring u-boats so quickly..
Still feel the U-boat AI is playing a little dumb although better than the tutorial. Coming to the surface that many times and not firing torpedoes makes me wonder about the AI's competence. And why not fire at your escorts?
A Fletcher class Destroyer had 28 depth charges. Prety certain you drop near if not over 28 depth charges here. I know dedicated Escort Destroyers had up to 300 depth charges in stock but this is early 1942. Your destroyer would only have the regular complement. As for the Flower it had a max of 40 depth charges and no room for extras. How are you resupplying between encounters or is it an infinite supply? Given in the submarine simulations you have between 16 and 24 torps and then you have to go home it seems rather poor that the Destroyer simulator doesn't put that same pressure on you regarding being careful of when and how many depth charges to use.
Wow this game has come a long way!
Great video. I think this just shows that it’s just damn hard for surface combatants to conduct ASW attacks on submerged subs.
With Depth charges, yes. They weren't particularly good weapons for sub hunting when compared to their successor, the hedgehog. They were what they had, so they made do of course. Hedgehogs in particular let the attacking ships retain contact with targets and when they went boom, it was because you had a hit. Since it was basically mortar firing a bunch of torpedo warheads with WORKING magnetic fuses on top of the suspected destroyer, as opposed to depth charges, which were ruddy great barrels of explosives with a timed fuse
@@Veloxyll The very first depth charges were repurposed, 5k lb anti-battleship sea mines with pressure fuses lol. Just rolled them off the ass of the ship and gunned the engines while hoping you wouldn't get split in half by your own explosives.
That would be cool to see damage to the U-boat by having the destroyer running through it, just like it really happened. Kind of a shame it wasn't modeled.
That contact Charlie captian just did not give a s**t about your distroyer's attempted hit and run lol.
I have actually hit a sub with the guns and cracked it. first and last time (so far) that that has happened. Thanks for the video , really enjoying this series.
*sees periscope feather* RAMMING SPEED!
In my career save, I completed my first crossing/mission with 4 losses and 3 kill. Not too bad I suppose, most of the convoy got there.
2 of the 3 kills were Mountie, and the last one was me. Funnily enough, it was a guns kill as well as a sub ran on the surface to catch up to the convoy (after having been depth charged for thirty to forty minutes I think). At least we managed to get most of the convoy through with no escort losses I suppose, though we had to leave the crews of 2 ships behind and only had time to rescue 2 crews.
I think there's some variation baked into the campaign. My first mission did not have BlackCat and my missions were all in the day for that first crossing. Rough though, the third battle I had that first crossing. so many subs, so few escorts.
it would be cool if they let you replay the attack from inside the targeted Uboat.
Another great episode! Thank you, my good sir!
I’d love to see an explanation with the Royal Navy, probably a trial class.
yessss thankyou for posting more of this it is so cool! cant wait for more! keep up the great work
Does the sim allow for limited ASW ammunition? Only data I can find on how many depth charges a Fletcher class DD carried is 28; Flower class corvettes 80. The Fletchers' 28 seems rather low: seven drops at four charges a drop? Altho this may simply be a general configuration, and not a dedicated convoy escort / ASW load out. Obviously I'm having lots of fun with your posts!
Entertaining, waiting for the next episode.
hey wolfpack ...loving the Series and just wanted to wish you a merry Xmas.
Stellar job, minus that one ship loss of course
I enjoyed the episode more than the members of Lone Star (or whatever the name of the ship was that was lost).
How do you calculate when to fire charges for medium and deep patters to account for the time to sink to depth? Of course, closure rate times time to sink gives you the required standoff distance, but how do you get the closure rate from the DRT? Other than guessing, of course, and for a shallow pattern you can pretty much just send it. 😅
The TRR you set the depth on and use the tracks to determine the closure rate so that when it intersects the dashed black line you drop. That's the ideal anyway but you still have some guess work based on how you're intercepting their path and how they're turning or changing speed. I can't recall if I've ever killed one when it's deep but it's also not attacking at that point and is moving slower than the convoy so it does give a little bit of breathing room. The AI unfortunately does like to come to the surface to try catching back up instead of just giving up the immediate attack. I've shelled far more to the bottom than would be reasonable since there's no reason an actual crew would surface within a few kilometers of a destroyer unless they were flooding.
lol, pretty certain even one 5 inch shell hit to ANY submarine’s hull would be enough to breach its pressure hull, thereby obliterating her neutral buoyancy
A type IX U boat apparently has a 18mm thick pressure hull. Because the boat sits pretty low in the water I guess you would be hitting the top of it where it slopes inwards, so the effective thickness would be somewhat greater.
I suspect this would be enough to resist hits from light weapons (small arms, 20mm AA guns etc) and shell splinters, but 5" armour piercing would punch through it like it wasn't even there. Might actually be more effective than HE, as shots that fall slightly short have a chance of continuing through the water and hitting the sub below the waterline.
This was fantastic!
Fantastic episode! Really enjoyed it. I’d like to offer one suggestion: instead of telling us the text messages, allow the reports to be spoken by your crew which will improve the continuity and maintain the narration. When you read the text it’s like a game and less an exciting movie. ❤🇦🇺
Damn it Wolfpack, stop playing such fun looking games!! I always have to download these WWII sims naval games after watching. Love the content my guy!
Hopefully your campaign won't have what happened to me which is that it stopped saving. I've wasted about 3 hours even trying to see if I complete it all at once if it will save at the end of one mission or the start of another but it won't anymore. One thing to note though is you can have Mountie go and rescue merchant crews via the tactical screen which can be handy. Starts to get to be a lot of micromanagement trying to do the DRT yourself once you also have to keep ordering escorts back and forth between multiple boats and also trying to line up your own attacks.
Well done man! Why didn't they attack you with torpedoes?!
Excellent videos! Keep them coming
Have a good christmas, wolfpack.
Very nice . We need this on PS 5 ! ❤
Great episode looking forward to seeing more!
Been away from the channel for a while, then saw this episode. Was really good. Glad to be back :)
Holy scheißhund!! this series is intense!
0:38 Do you actually do all the steaming like in SH3? Manage fuel, experience the weather etc or does it jump/load to each engagement with the ‘general quarters’ cutscene each time?
It's cutscene loads each time. The game is still fairly WIP and is more about 'kill the u-boat!' rather than spending weeks staring at a map while waiting for something to go wrong.
Whoa, this game is serious.
Love this channel.
I noticed you left the searchlights on. Does that make it easier for submarines to spot your position at periscope depth and evade your attacks?
its not hard to find a destroyer thanks to the unique engine nose the hydrophone can hear.
From the various sub sims featured here, finding a destroyer is not usually the problem, you'll hear their engines as they pass over.
@@Veloxyll
Hehe...was going to say finding one isn't the issue - dodging the inevitable depth charges is an entirely different matter.
Merry Christmas, Wolf.
a video before christmas
The first depthcharges were to intimidate the enemy ^^
Have to be honest, as an SH5 WOS player I was hoping to see the UBoat blow you out of the water. Have a like for posting.
Good job Mountie
Does any of the electronic equipment ever blow a fuse?
Wait until he gets the hedgehog... 😁
Why am I always rooting for the U-boat..lol
"Where the heck are the Canadians?" Thats not the forst time in history that question was asked 😅
This game is ripe to have a multi-player mode linked to U-boat...
As a Canadian….. Go Mountie.
how can your C D E turret can shoot forward to your front ?
Mountie is so cool
Damn, you make it look easy XD
I loose merchants left and right :P
13:00 Okay, wait a second, how can the stern turrets fire dead ahead?
so so nice episode 👍
jesus Christ, this thing is tension all the way.
Good video.
I think you might have gotten Taff on one of those runs… 😅
So does the convoy become smaller on each successive engagement as they take losses or is it you start out with 16 lose 2 and the next one it's back to 16 again?
I hope it keeps track of losses.
Janson 🤝 Bloodhound
Must have more
What I don't like about this game is how the uboats reveal themselves to the radar like that.
What happened to the first episode did it get taken down?
A comment for the algorithm gods!! 😊
why do you have your searchlight permanently on? Makes you very visible.
Does U boat keep track of german subs at the time or does it just drop in ships and not care about historical numbers?
Considering that the sonars works at 25kn, the number of depth charges seems unlimited and the sub AI is horrendous, do you think they considered something trivial like the number of available subs?
It confuses me that the dials on Sonar etc. seem to be representing true compass bearings
You can switch them to relative as well.
I got the game because I like sims like these but man I have 0 clue how to use the TRR
Great
love the content w vid
Sub-optimal pass lol