16:00 Better way to save gas: Remain at the surface and just change to electric propulsion (use the telegraph). This way you don’t waste your oxygen, you don’t stress your crew and you may keep the watch team on the deck. Before the battery depletes, you receive a warning of 10%. I usually move back to diesel engines at this moment to keep some juice for an unexpected encounter. So, it is safe to use fast forward too. When battery is full again, I move back to electric motors and restart the cycle. With this technique you may cycle the whole Britain island in a U-4.
24:45 LMAO 31:34 ROFL 38:00 lol What a great video. Exactly what I what I was looking for. Nothing overly fancy just "Brass Tacks". Thanks! (On a side note, you sound like Bruce Dern, Movie Actor in the film Silent Running..it's a compliment in my book).
the diving suit is important for the mission where you have to retrieve the enigma. the gun as far as i know doesnt have any use currently. the helmet increases hitpoints. so if your gunner is expsed to shrapnel or bombing damage ... give him a helmet. he will live longer.
the micromanaging makes the game way more fun, trust me, i tried to put it on automatic and then i had absolutely nothing to do during the down time and in-between battles and ultimately uninstalled the game, do not turn off the management, trust me keep it on and try to add more micro management to your game for the in-between battles cause after reinstalling the game, i realized last time i felt like something was missing so i set everything to the hardest settings and as realistic as possible and bam, it was the micromanaging that i had turned off that made the game feel like it was lacking alot
The "how accurate your bearing is" dial is rudder. You can specify the angle your rudder is at if you don't want to specify a heading but just want to turn the boat.
Very amusing and helpful. would have sped up my gaming a lot sooner. As a lefty have assigned right hand numbers for ease. Still can't get the periscope to move quickly, shift helps a bit but then lose game .
do not use the 0 credit worth torpedos. the T2 torps are electric and sound good on paper but in reality the dud chance is a lot higher with those. that is why the T1 torpedo which should be worse on paper costs more. difference beside the dud chance is : T1 makes gas bubbles and can be spotted by warships in good weather conditions and can be evaded. T2 as mentioned is electric, no bubbles, cant be spotted per eyesight.
Thanks. I've tried starting Let's Plays in the past, but I have no editing skills and my microphone always makes my voice sound like crap, even with a Snowball mic and Audacity. This is my other account, by the way.
compressed air: if you have neutral buoyancy then you can get back to the surface using only your dive planes similar to the elevators on an airplane. but if you are underwater and dont have neutral buoyancy your only method of going back to the surface is to force air into your ballast tanks (using compressed air) imagine yourself in a pool. ever notice how you float a lot easier when you hold your breath compared to when you are in the water after breathing out? same principle. the air in your lungs (ballast tanks) forces your body (the submarine) upwards. no air ... no floating ... no floating ... means sinking ... sinking without the ability to get back up ... death :D
The gun gives you more dialog options when you board a ship. I boarded a Norwegian ship when they were neutral and asked to see their shipping documents. Because I was armed I had an option to say these documents look fake and the captain admits to it. So I got to sink it
regarding the fuel issue ... get a second engine dude and let him switch shifts with the first one at all times. the engines must be watched at all times. assign BOTH helpers. that will save extra fuel.
You can choose “electric motors” over diesel engines and still remain on the surface… I think you would travel much faster than at periscope depth. It’s a button at the 5 o’clock position on the dial where you choose your subs speed.
I prefer to set a dive schedule 6 hours at periscope depth & then 1 hour on top. That seems to recharge batteries etc... and you dont have to manually fiddle with things getting from A to B
How do you get the map that shows all contact s none of my maps show anything except me. Cant use deck guns while changing course to evade bombs or get a better shot.
pumps only work at surface level. the deeper you go the less they work cause outside pressure forces water back in through holes. only time i ever used it was when surfaced and i got hit by air raid in the harbor ... basically was unsinkable xD
As a newb, it's beyond me how they decided to make the ocean color beige on the map. Why not blue? It's often difficult to distinguish between land and sea.
just learn geography and you'll be ok, this is not a game, it's a simulation so its being as realistic as possible and not catering to regular gamers, and thats exactly why I love this game
I can’t help but disagree with lots of what you’ve said here. The tutorial missions are very helpful. Things like torpedoes, where you want to buy the most expensive ones with the best pistols to have the best chance of a torp hitting your target. Or the travel where you want to assign two crew to the engine officer and the navigator for combined +50% fuel efficiency and then run on the surface to stop you having to keep diving and resurfacing and stopping to have to recharge. Crew management is properly useful to automate this stuff so that you always have a navigator with two crew and the same for the engineer on the engines. You have two radiomen working together when they should be on opposite shifts (there’s no point having the hydro guy on when surfaced). Dive schedule allows you to find targets on your way to the hunting ground (less useful for the smaller Uboats admittedly). Food gives your crew a buff to morale. The game is far more rewarding if you look beyond just wanting to fast travel to your patrol area, blow something up and then clicking back to port. For those only interested in shooting torps this probably isn’t the game you’re looking for.
This is largely for beginners who are feeling overwhelmed. Micromanaging food and crew schedules aren't necessary for someone who just started the game for the first time and went "holy crap." Later on, if they want to up the difficulty, they can. Except for the magnetic ones, I still only use free torpedoes and have never had a problem with duds. I think you're forgetting how frustrating the starter U-4 sub is. You only get like 2 crew to assign and you run out of fuel before you've even reached your patrol area. I don't think I ever had enough fuel left to click the Return to Base button. Now, fuel isn't an issue. I can full speed wherever I want.
@@Counterchalk Crew and the shifts stuff are very important, especially for those new players. You can get extra officer after like first mission and then set it up in similar way as he said for VII. (2 radio, 2 engines, 2 "skippers" in oposing, like 4h shifts, 2 sailors always with engine guy) That way you are always ready, all important stuff manned at all times. Travels like 5k km on second power mode in first sub.. The priorities are also very important, but thats longer topic. For start turn off auto loading and mantaining torpedo and change important stuff like repairs/first help/command on 11 and sleep on 10 (so they will wake up and do it even without sounding alarm) Paid torpedos are must, we are offcourse talking "realistic duds" option or how it is called. Really just read whats in game about them.. Food is very important, just have enough and ideally 4 dif types. To make a space for it, you can give the repair and med kits to the officers, they need them on them anyway. (engine and radio guys) Thats what breathers are for btw, give them to these guys so they can repair and save people from parts of uboat that are flooded. Thanks for video, learned stuff or two I didnt knew..
16:00 Better way to save gas: Remain at the surface and just change to electric propulsion (use the telegraph). This way you don’t waste your oxygen, you don’t stress your crew and you may keep the watch team on the deck.
Before the battery depletes, you receive a warning of 10%. I usually move back to diesel engines at this moment to keep some juice for an unexpected encounter. So, it is safe to use fast forward too. When battery is full again, I move back to electric motors and restart the cycle. With this technique you may cycle the whole Britain island in a U-4.
I am discovering this game. I can't believe I paid 8 bucks for this game. So much love and work went into making this...
Same. I am hooked. Definitely didn’t expect to be this much fun
24:45 LMAO 31:34 ROFL 38:00 lol What a great video. Exactly what I what I was looking for. Nothing overly fancy just "Brass Tacks". Thanks! (On a side note, you sound like Bruce Dern, Movie Actor in the film Silent Running..it's a compliment in my book).
the diving suit is important for the mission where you have to retrieve the enigma.
the gun as far as i know doesnt have any use currently.
the helmet increases hitpoints.
so if your gunner is expsed to shrapnel or bombing damage ... give him a helmet. he will live longer.
the micromanaging makes the game way more fun, trust me, i tried to put it on automatic and then i had absolutely nothing to do during the down time and in-between battles and ultimately uninstalled the game, do not turn off the management, trust me keep it on and try to add more micro management to your game for the in-between battles cause after reinstalling the game, i realized last time i felt like something was missing so i set everything to the hardest settings and as realistic as possible and bam, it was the micromanaging that i had turned off that made the game feel like it was lacking alot
The "how accurate your bearing is" dial is rudder. You can specify the angle your rudder is at if you don't want to specify a heading but just want to turn the boat.
Very amusing and helpful. would have sped up my gaming a lot sooner. As a lefty have assigned right hand numbers for ease. Still can't get the periscope to move quickly, shift helps a bit but then lose game .
do not use the 0 credit worth torpedos.
the T2 torps are electric and sound good on paper but in reality the dud chance is a lot higher with those.
that is why the T1 torpedo which should be worse on paper costs more.
difference beside the dud chance is :
T1 makes gas bubbles and can be spotted by warships in good weather conditions and can be evaded.
T2 as mentioned is electric, no bubbles, cant be spotted per eyesight.
I would watch a let's play of this by you. Found your humour very amusing.
Thanks. I've tried starting Let's Plays in the past, but I have no editing skills and my microphone always makes my voice sound like crap, even with a Snowball mic and Audacity. This is my other account, by the way.
Totally agree!
compressed air: if you have neutral buoyancy then you can get back to the surface using only your dive planes similar to the elevators on an airplane.
but if you are underwater and dont have neutral buoyancy your only method of going back to the surface is to force air into your ballast tanks (using compressed air)
imagine yourself in a pool. ever notice how you float a lot easier when you hold your breath compared to when you are in the water after breathing out? same principle. the air in your lungs (ballast tanks) forces your body (the submarine) upwards.
no air ... no floating ... no floating ... means sinking ... sinking without the ability to get back up ... death :D
The gun gives you more dialog options when you board a ship. I boarded a Norwegian ship when they were neutral and asked to see their shipping documents. Because I was armed I had an option to say these documents look fake and the captain admits to it. So I got to sink it
You also get that option without the gun.
regarding the fuel issue ... get a second engine dude and let him switch shifts with the first one at all times. the engines must be watched at all times. assign BOTH helpers. that will save extra fuel.
You can choose “electric motors” over diesel engines and still remain on the surface… I think you would travel much faster than at periscope depth. It’s a button at the 5 o’clock position on the dial where you choose your subs speed.
You don’t need periscope to switch to electric. You can just select electric in the speed dial while on surface.
I prefer to set a dive schedule 6 hours at periscope depth & then 1 hour on top. That seems to recharge batteries etc... and you dont have to manually fiddle with things getting from A to B
😅Funny guy!!! And i learned some tips too so thanks a lot!
Diehard is an Xmas movie. I named my cap the same lol!
How do you get the map that shows all contact s none of my maps show anything except me. Cant use deck guns while changing course to evade bombs or get a better shot.
pumps only work at surface level. the deeper you go the less they work cause outside pressure forces water back in through holes.
only time i ever used it was when surfaced and i got hit by air raid in the harbor ... basically was unsinkable xD
As a newb, it's beyond me how they decided to make the ocean color beige on the map. Why not blue? It's often difficult to distinguish between land and sea.
Real ww2 u boat maps are this colour
Also it is not difficult AT ALL to distinguish land from water
just learn geography and you'll be ok, this is not a game, it's a simulation so its being as realistic as possible and not catering to regular gamers, and thats exactly why I love this game
I can’t help but disagree with lots of what you’ve said here. The tutorial missions are very helpful. Things like torpedoes, where you want to buy the most expensive ones with the best pistols to have the best chance of a torp hitting your target. Or the travel where you want to assign two crew to the engine officer and the navigator for combined +50% fuel efficiency and then run on the surface to stop you having to keep diving and resurfacing and stopping to have to recharge. Crew management is properly useful to automate this stuff so that you always have a navigator with two crew and the same for the engineer on the engines. You have two radiomen working together when they should be on opposite shifts (there’s no point having the hydro guy on when surfaced). Dive schedule allows you to find targets on your way to the hunting ground (less useful for the smaller Uboats admittedly). Food gives your crew a buff to morale. The game is far more rewarding if you look beyond just wanting to fast travel to your patrol area, blow something up and then clicking back to port. For those only interested in shooting torps this probably isn’t the game you’re looking for.
This is largely for beginners who are feeling overwhelmed. Micromanaging food and crew schedules aren't necessary for someone who just started the game for the first time and went "holy crap." Later on, if they want to up the difficulty, they can.
Except for the magnetic ones, I still only use free torpedoes and have never had a problem with duds.
I think you're forgetting how frustrating the starter U-4 sub is. You only get like 2 crew to assign and you run out of fuel before you've even reached your patrol area. I don't think I ever had enough fuel left to click the Return to Base button. Now, fuel isn't an issue. I can full speed wherever I want.
@@Counterchalk Crew and the shifts stuff are very important, especially for those new players.
You can get extra officer after like first mission and then set it up in similar way as he said for VII. (2 radio, 2 engines, 2 "skippers" in oposing, like 4h shifts, 2 sailors always with engine guy) That way you are always ready, all important stuff manned at all times. Travels like 5k km on second power mode in first sub..
The priorities are also very important, but thats longer topic. For start turn off auto loading and mantaining torpedo and change important stuff like repairs/first help/command on 11 and sleep on 10 (so they will wake up and do it even without sounding alarm)
Paid torpedos are must, we are offcourse talking "realistic duds" option or how it is called. Really just read whats in game about them..
Food is very important, just have enough and ideally 4 dif types. To make a space for it, you can give the repair and med kits to the officers, they need them on them anyway. (engine and radio guys)
Thats what breathers are for btw, give them to these guys so they can repair and save people from parts of uboat that are flooded.
Thanks for video, learned stuff or two I didnt knew..
Slow your speed down boot you won't burn though your fuel @@Counterchalk
Bless you, not all heroes wear capes
Type II uboot 😂 not u-4 ❤