4:45 You guys remember the scene from Red October where the Secretary yells at the soviet ambassador about the sonar buoy? Well, this is probably this scene, but in reverse "Comrad secretary, you dropped so many sonar buoys in the last couple of hours, one could go from Vancouver to Vladivostok on dry feat! "
For forty years, your fathers before you and your older brothers played this game, and played it well. But today, the game is different. We have the advantage. It reminds me of the heady days of Sputnik and Yuri Gagarin when the world trembled at the sound of our rockets. Now they will tremble again - at the sound of our silence. The order is: engage the silent drive.
A mission editor like Command would be great, but it is also a serious contributor to "menu gore," when there's just so much to specify that it takes you out of the experience a bit. It would absolutely be not as much fun to watch on YT. With experience, you can get fast and accurate with it, but it has a major learning curve. On the plus side, including that for the player should also guarantee that the AI could do their own proper ASW against you, too.
@@nickdubil90 I agree. There is a tradeoff to be made and the cluttered CMANO interface is not something to strive for. But you don't need to go all the way there and perhaps there could be a basic and advanced UI to switch between down the road. Finding something that can cater to new players as well as Harpoon/CMANO veterans is not easy, but you could certainly try.
It's a really tricky thing for these games. You want things to be realistic, but the reality is most of the ASW work done has done little more than build the world's most comprehensive database of whale farts, because subs that don't want to be found are very, very hard to find. But you also don't want to have it so the player 'finds' the sub by flying in a straight line as soon as the scenario starts.
Speaking of whale farts, I'm a little disappointed that the current base game doesn't have any neutral "biologics" to give you sonar contacts, whales, fish schools, ect. Like civilian tankers and freighters on the surface or air liners in the sky, they present an identification problem. Sure, close up, easy enough to identify. But from long distances, with 80's tech, it could add some ambiguity to ASW warfare.
@@nickdubil90 We have a prototype blue whale made, with more variants to be rolled out. It's just that we didn't have time to properly implement them yet.
A realistic scenario handled in the most unrealistic way possible. 95% of your sonobuoys were useless because there were no units within transmission range of them. Sonobuoys are used to localize a submarine once one has been detected either through SOSUS or through a ship's passive towed array or a helo's dipping sonar. Ideally you'd get a bearing on a passive sonar and then you'd send your helos/S-3's down that line using sonobuoys and dipping sonar to get a better fix on the submarine once that' has been established. Sonobuoys would be dropped around the submarine to further localize it and get a rough course and speed, If it is operating near the surface then a MAD run might be made over it to get a positive location and a follow on asset would drop its torps on it.
If we are talking about realism, A Delta can launch from the pier and hit the east coast. It would not be travelling to the east coast to fire its missiles at the east coast. Ballistic missiles dont like that.
About realistic scenarios and fun: I think you *can* have both, as there have been plenty of real life events that had lots of action and things going on that would translate to 'fun' but they're *way* more rare than the 'boring' type scenario in reality and they often do have slow buildups. If you're the mission maker you can basically then pick the point in time you want to start the mission- perhaps you pick up command when the task force is already prosecuting a target or when it thinks it just barely gained contact and has started to loose it again. I do think a slow buildup can be very fun if you know the payoff is worth it and if your actions in the buildup knock on and matter later but you have to be immersed in the scenario and the gameplay still has to be tollerable
Is it my imagination or has the damage model been changed? It's nice that you showed ASW, this game is not just about firing a salvo of 20 P-700s from Kirov. I agree that it is not impressive or spectacular, but it is also interesting in its own way. Sensors, sonars, radars, etc. in this game are very nicely reproduced, maybe not super realistic, but interesting. Search and sneaking missions nicely show this side of the game. Thank you
So i played this scenario last night before i saw your video. I used only my P3 Orions and scoured a large area with my two escort groups. Never found the sub. Meanwhile, one of my escort ships hung back and was pinging. Funny enough, the ship using pings way behind the fleet found the sub first. From there i deployed my helicopter to drop buoys and keep track of the boomer. Once i felt comfortable of its heading and began converging my forces, i had the heli drop two torps right on its strarboard rear flank. Both torps hit true and sub was toast. So it IS possible to complete this scenario without casting huge buoy nets, but it took forever. Meanwhile, the Soviet navy was totally inept lol
Holy shit !! That amount of buoys is just bizarre, amazing scenario though !! I guess the realistic chaps have had it to their heart's content. Anyways, keep up !!
One thing I like about this game is that it seems you can have different kinds of scenarios and play styles. I personally liked this one, but I understand it can be very frustrating or even boring to other (most) people
Wouldn't a 'Crimson Tide' mission be based on being ordered to strike a designated land target while keeping an eye out for any hostile Russian subs lurking around? Regardless, I do love all the videos about this game and look forward to the early release. "They are fueling their missiles!!!" ~ Gene Hackman
@@Stealth17Gaming Assuming they had hostile intent, maybe they just wanted to buy a ranch in Montana, raise rabbits and buy a pickup truck, or maybe a recreational vehicle
Please put this scenario up for download, I deffo want to play this. I'm one of the ultra-realism nerds, I hate seeing TH-camrs play a scenario where a submarine "spots" something with its sonar, and without going to PD and radio'ing in the contact to the surface ships or whatever, they immediately know what and where it is and send their missiles.
If you're an ultra realism nerd, then you probably want to check out Command: Modern Operations. Sea Power is shaping up to be a much more approachable game, and I think most people will enjoy Sea Power more than CMO, but CMO is used professionally as a training aid for good reason.
In ASW, what we call a conditional kill is when we keep the submarine from completing its mission. If a submarine doesn't want to be spotted by aircraft, it will always succeed. The poitbianto keep the sub from completing the mission.
the game UBOAT did it right where you could select realistic map sizes for realism, or the default map sizes to allow closer spacing and more frequent detection of anything.
You forgot about all your ASuW Choppers - They can pickup comms from your vikings dropped buoys as well - so send viking out first to drop bulk and keep choppers close to the fleet - make sense?
"Realistically", the Soviet Delta could launch from the english channel, or an artic coast location. The only reason to close the eastern seaboard for a launch is to get a set of very short flight times on depressed trajectories, in atmosphere the whole way. Three to ten minute warning.
I am usually a great fan of milsim realistic gameplay in all my simulators. As such I really like the fact that such realistic scenarios are included in Sea Power. It's good to have a mix between realistic and gameplay scenarios. However, I do see how this one can get boring. What's missing in my opinion and what would make this scenario much more interesting, is false contacts. Sonar signals but also radar should produce a significant number of false, unknown, transitory contacts. These would then require further inspection with closer placed sonar buoys, which would make the whole thing more exciting.
Having taken part in theatre ASW for real many times in an SSN, the most unrealistic thing about the scenario is that you actually found the submarine 😂 Generally, without a clue as to where to start looking, (the game starts as soon as the OPFOR submarine is MFI, missing from imagery, at its base port) you really are looking for a needle in a haystack. There’s very little skill in ASW - it is a slow and expensive endeavour requiring air, surface and sub-surface assets to try and cover as much as the North Atlantic as possible, as well as a healthy dose of luck. The skill comes after detection, and how you maintain the trail without getting counter-detected yourself, or spooking the enemy into evading before you can get a unit into a firing position.
I saw a Delta IV in the preview... if you are going for realism, a Delta does not need to travel to the east coast to fire its R29 infact it would be counter productive if it intends to hit the east coast
Unfortunately the game doesn't have any earlier Project 667 subs, which would absolutely have done this. Honestly if they had extended the cutoff point by just a few years they'd have a more extensive variety of units
This is probably the worst parts of the various games that simulate naval combat. ASW combat is extremely tedious and in a scenario with nothing but subs on one side, this is what happens. You sit around doing nothing for ages while nothing happens, and having to constantly micro sonobouys, and only if you have airpower that have MAD devices can you make it less annoying. Then the moment you detect a sub, it's 99% dead if you have anything with more than one torpedo in range before the sub can sail away and break whatever detection you have (and unless it's like an alfa that can sprint away and might be able to go deep enough to destroy incoming torps). In short, extremely boring.
In fact, you don't have to drop sonobuoys. Just trust your towed arrays, don't sail too fast so that you can listen properly. Once you catch a contact, surround it with buoys.
do a sub hunt north of Iceland while fighting off attacks from Sov attack subs, naval attack bombers, and a lurking surface force. that should be more 'interesting' and show off the 3 dimensions of modern naval combat
I keep wanting the mission tools and simulation of CMO with Sea Power's graphics. This mission might have been boring, but if you had more sonabouy patterns or a mission area to task assets to, it wouldn't have been as ... RSI-inducing.
Nah, this was hella boring. Idk who is crying over your scenarios being unrealistic, but I love your videos. I enjoy them, and I click on every new one of them, knowing it will be a good investment of my time. Keep it up!
Idk if you could assume the sub direction was east/west. Would it however be more effective if you spread out your sonarbuoy's in a north/south pattern?
It would already help if there would be a way to automate sonar buoys deployment would be pretty cool. Like mark a square/line whatever buoye every 15 miles and the plane automatically deploys the buoys.
Probably someone has already said it, I haven't read the whole series of comments but... that's not a "finally a realistic scenario". Choosing a Delta-III class SSBN to conduct a strategic patrol mission in the Sargasso Sea is a major historical and technical mistake! Such boats could have launched their SS-N-18 Stingray SLBMs just by sitting aside their pier without any to need to put themselves on the harm's way all the way down throughout the Norwegian Sea and the Northatlantic... Only Yankee class units needed that because they were armed with the shorter range SS-N-6 Serb-B SLBMs! Alteady by Project 667B (NATI: Delta-I) russian SSBNs no longer needed to endanger themselves within the GIUK Gap and the most defended Ocean on the planet. They did it sometimes to practice the prepositioning mission close the US coast in order to be ready to conduct a pre-emptive first strike with missiles fired on depressed trajectory a few minutes from their targets and impossible to defeat.
Hi Stealth! FTA. Can you reduce the data tags to simple icons? The map gets really cluttered, especially at distance. Maybe an icon until you select it or hover over it? Even better if you can select which units are icons and which are data tagged. For example, sonobouys should just be an icon until you select ot hover over it.
Your submarine is, by far, your best anti-sub asset. It should be out in front using its sensors, the best sensors you have, to locate this boomer. That's when you use your asw aircraft to pinpoint it with the sonobuoys and mad detectors. The name of the game is detection.
I know you didn't enjoy this type of role-playing, but I did enjoy the realistic gameplay. That being said, I think realistic game play is good once an awhile, but not every video. Sprinkle them in once and a while.
You think this was boring, try doing it for real. When you are not a Sonar Technician or part of the AIRDET on a frigate. I remember days of making small boxes in the ocean. Really enjoyed the times we were making like 4 knots and traveling crossways to the waves.
I cant wait for this game to release tomorrow. Last time I was this hyped was for Dragon Age Inquisition (that turned out a joke). Anyone who has an approximate time of release? GMT +2 for the timezone.
Soviet submarine takes 4 torpedoes to sink. US frigate takes one AS-7 and sinks instantly (in a different video). I mean, WTF? I understand that this is statistically possible but c;mon, it happens in every video I watch.
This game looks like a younger version of Command Modern Warfare with better graphics. It's a shame there's no way to create missions with defined areas. Sure would make ASW management easier.
Personally I'd rather operations that have multiple objectives and not just 1 target, once you hit something in this it seems it renders it mostly combat ineffective, ending the whole mission quick if it's a single target, maybe a multiple objective operation where you have 2 or 3 targets but a limited task force and its up to you what you send where. Maybe also make it so if you send say a sub to deal with 1 area, that sub will not be able to make it to other areas so you need to gather as much Intel as possible before committing to sending anything anywhere.
Is it possible to change the color of the units and/or sonar buoys in the game? Would be nice to change them to another color because I completely lost your units in that sea of buoys…
Granted, Russian subs typically have a double hull, i cant see how that would work in their favor. Hydraulic hammer is a thing and that is how torpedos work. Its the shockwave that cracks the hulll, not the initial explosion. Thus mmy argument is how could any submarine survive even a single torpedo impact when it is at any significsnt depth. You crack that pressure hull and the water is going to come pouring inbfaster than lightning. Hell, if you get really deep then yeah, it is basically just like that Titanic sub that squished. The Mark 46 I would wager, while a light weight torpedo ia atill more tha. Enough to pop a hole in a submarine.
The primary advantage of a double hull sub from a survivability aspect is the greater reserve buoyancy. Realistically though that means after taking a hit the sub is making an emergency blow and potentially staying afloat on the surface rather than entering an uncontrolled dive due to flooding. The idea they are just shrugging off multiple torpedo hits at depth and going on their merry way is nonsensical.
Honestly, your frustration and exasperation in the first half of the video at how boring simulation of ASW was was more animated and entertaining to listen to than your normal commentary on an action packed "unrealistic" scenario that you enjoy, have you thought about torturing yourself for the audiences amusement on a more ongoing basis? Basically that freddy falls down game, haha my streamer mad, funny rage, haha unsophisticated humor. 😂 Like a jester taking a pie in the face, for the lulz and for the content 😊
can someone for the love of god tell me if this sonar bouye spam is realistic? it doesnt seem right for me, i think about 3 sonar bouyes should be more than enough and then you can increase at further distances
Im dropping so many sonars that my game becomes so laggy its literally unplayable and then i have to restart the whole scenario. Does anyone have any good strats for this mission? Im struggling big time
Just at the start but you totally skipped over the Dalla's passive sonar ablities, She should be sprinting out in front then slowing for listening for targets, same sort of thing you would do in Cold waters
Your aircraft has dropped enough sonar buoys so that a man could walk from Greenland to Iceland to Scotland without getting his feet wet.
Can we dispense with the bull?!
Wars have begun that way, Mr Ambassador!
@@jab2505 *Takes of glasses* You've lost *another* submarine?
Admiral Steath17 is definitely getting Emirates 1st class to Dubai from the Raytheon representitive
Sir, I’ve got all the….Relax Jonesy you sold me.
4:45
You guys remember the scene from Red October where the Secretary yells at the soviet ambassador about the sonar buoy? Well, this is probably this scene, but in reverse
"Comrad secretary, you dropped so many sonar buoys in the last couple of hours, one could go from Vancouver to Vladivostok on dry feat! "
I present you, the ballistic missile submarine Red October
Ballishtic mishile shubmarine
I like that the "more realistic" scenario is literally a Tom Clancy novel.
@@JakeTheTankmaster Shplendidly put.
For forty years, your fathers before you and your older brothers played this game, and played it well. But today, the game is different. We have the advantage. It reminds me of the heady days of Sputnik and Yuri Gagarin when the world trembled at the sound of our rockets. Now they will tremble again - at the sound of our silence. The order is: engage the silent drive.
*russian anthem intensifies*
That sub isn't going for a rogue first strike, its captain is trying to defect!
The game NEEDS mission planning, where you could just set an ASW area and units.
Yes that would help
Yeah, I would love to be able to set repeatable CAPs or ASW patrols in the formation editor.
A mission editor like Command would be great, but it is also a serious contributor to "menu gore," when there's just so much to specify that it takes you out of the experience a bit. It would absolutely be not as much fun to watch on YT. With experience, you can get fast and accurate with it, but it has a major learning curve.
On the plus side, including that for the player should also guarantee that the AI could do their own proper ASW against you, too.
Also missile and torpedo magazine loadouts
@@nickdubil90 I agree. There is a tradeoff to be made and the cluttered CMANO interface is not something to strive for. But you don't need to go all the way there and perhaps there could be a basic and advanced UI to switch between down the road. Finding something that can cater to new players as well as Harpoon/CMANO veterans is not easy, but you could certainly try.
It's a really tricky thing for these games. You want things to be realistic, but the reality is most of the ASW work done has done little more than build the world's most comprehensive database of whale farts, because subs that don't want to be found are very, very hard to find. But you also don't want to have it so the player 'finds' the sub by flying in a straight line as soon as the scenario starts.
Speaking of whale farts, I'm a little disappointed that the current base game doesn't have any neutral "biologics" to give you sonar contacts, whales, fish schools, ect. Like civilian tankers and freighters on the surface or air liners in the sky, they present an identification problem. Sure, close up, easy enough to identify. But from long distances, with 80's tech, it could add some ambiguity to ASW warfare.
@@nickdubil90 We have a prototype blue whale made, with more variants to be rolled out. It's just that we didn't have time to properly implement them yet.
A realistic scenario handled in the most unrealistic way possible. 95% of your sonobuoys were useless because there were no units within transmission range of them. Sonobuoys are used to localize a submarine once one has been detected either through SOSUS or through a ship's passive towed array or a helo's dipping sonar. Ideally you'd get a bearing on a passive sonar and then you'd send your helos/S-3's down that line using sonobuoys and dipping sonar to get a better fix on the submarine once that' has been established. Sonobuoys would be dropped around the submarine to further localize it and get a rough course and speed, If it is operating near the surface then a MAD run might be made over it to get a positive location and a follow on asset would drop its torps on it.
If we are talking about realism, A Delta can launch from the pier and hit the east coast. It would not be travelling to the east coast to fire its missiles at the east coast. Ballistic missiles dont like that.
That's how I did it and it worked very well.
About realistic scenarios and fun: I think you *can* have both, as there have been plenty of real life events that had lots of action and things going on that would translate to 'fun' but they're *way* more rare than the 'boring' type scenario in reality and they often do have slow buildups. If you're the mission maker you can basically then pick the point in time you want to start the mission- perhaps you pick up command when the task force is already prosecuting a target or when it thinks it just barely gained contact and has started to loose it again.
I do think a slow buildup can be very fun if you know the payoff is worth it and if your actions in the buildup knock on and matter later but you have to be immersed in the scenario and the gameplay still has to be tollerable
The Dallas?
That's Bart Mancuso's boat
reminded me of UBOAT where a lot of the time is spent also locating the enemy, not scintillating watching but can be tense and interesting solo play
Is it my imagination or has the damage model been changed? It's nice that you showed ASW, this game is not just about firing a salvo of 20 P-700s from Kirov. I agree that it is not impressive or spectacular, but it is also interesting in its own way. Sensors, sonars, radars, etc. in this game are very nicely reproduced, maybe not super realistic, but interesting. Search and sneaking missions nicely show this side of the game. Thank you
not super realistic, but navy veterans that played it were quite impressed by the abstraction that allows to use them in game
I've heard and seen very good things. The way the game handles sound especially is very very good
So i played this scenario last night before i saw your video. I used only my P3 Orions and scoured a large area with my two escort groups. Never found the sub. Meanwhile, one of my escort ships hung back and was pinging. Funny enough, the ship using pings way behind the fleet found the sub first. From there i deployed my helicopter to drop buoys and keep track of the boomer. Once i felt comfortable of its heading and began converging my forces, i had the heli drop two torps right on its strarboard rear flank. Both torps hit true and sub was toast. So it IS possible to complete this scenario without casting huge buoy nets, but it took forever. Meanwhile, the Soviet navy was totally inept lol
Holy shit !! That amount of buoys is just bizarre, amazing scenario though !! I guess the realistic chaps have had it to their heart's content. Anyways, keep up !!
One thing I like about this game is that it seems you can have different kinds of scenarios and play styles. I personally liked this one, but I understand it can be very frustrating or even boring to other (most) people
Wouldn't a 'Crimson Tide' mission be based on being ordered to strike a designated land target while keeping an eye out for any hostile Russian subs lurking around? Regardless, I do love all the videos about this game and look forward to the early release. "They are fueling their missiles!!!" ~ Gene Hackman
Sonar buoys cost about $1,000 per unit so you've just bankrupted the Pentagon with this mission
They can be happy I found it or they wouldn't have a Pentagon anymore.
@@Stealth17Gaming Assuming they had hostile intent, maybe they just wanted to buy a ranch in Montana, raise rabbits and buy a pickup truck, or maybe a recreational vehicle
@@Marshal_DunnikNaaaaaaaah
Please put this scenario up for download, I deffo want to play this. I'm one of the ultra-realism nerds, I hate seeing TH-camrs play a scenario where a submarine "spots" something with its sonar, and without going to PD and radio'ing in the contact to the surface ships or whatever, they immediately know what and where it is and send their missiles.
It's a vanilla scenario. You don't have to download it
If you're an ultra realism nerd, then you probably want to check out Command: Modern Operations. Sea Power is shaping up to be a much more approachable game, and I think most people will enjoy Sea Power more than CMO, but CMO is used professionally as a training aid for good reason.
I'll be honest, this sounds like a nice relaxing evening.
In ASW, what we call a conditional kill is when we keep the submarine from completing its mission. If a submarine doesn't want to be spotted by aircraft, it will always succeed. The poitbianto keep the sub from completing the mission.
the game UBOAT did it right where you could select realistic map sizes for realism, or the default map sizes to allow closer spacing and more frequent detection of anything.
It would be interesting to play the inverse of this scenario (i.e. playing as the missing submarine and sneaking away from both US and Soviet forces)
Buoy Away! x 10000000.
Imagine being the pilot.
Very similar to the Red October movie, I think. Still fun. :)
i wonder if theyll make some form of SOSUS available for scenarios like these
You forgot about all your ASuW Choppers - They can pickup comms from your vikings dropped buoys as well - so send viking out first to drop bulk and keep choppers close to the fleet - make sense?
I did use them but their range was quite limited, compared to the Vikings.
This was sort of a cool 1 off, but I agree, seeing missiles fly is much more entertaining and probably fun to play.
I think the Sea Power game may need a bit of, optional, automation when it comes to scenarios like this that need so many sonar buoys dropped...
Crisp white sheets! Ten Million Lives!
All those Sonobuoys are going come ashore like Lego on a Cornwall beach.
"Realistically", the Soviet Delta could launch from the english channel, or an artic coast location. The only reason to close the eastern seaboard for a launch is to get a set of very short flight times on depressed trajectories, in atmosphere the whole way. Three to ten minute warning.
... or if you want to give the submarine to the USA. This time there was no Jack Ryan to understand the Russian captain's true intentions.
If you want fun, take the very same scenario and play it from the submarine side. You'll have plenty to do.
I am usually a great fan of milsim realistic gameplay in all my simulators. As such I really like the fact that such realistic scenarios are included in Sea Power. It's good to have a mix between realistic and gameplay scenarios.
However, I do see how this one can get boring. What's missing in my opinion and what would make this scenario much more interesting, is false contacts. Sonar signals but also radar should produce a significant number of false, unknown, transitory contacts. These would then require further inspection with closer placed sonar buoys, which would make the whole thing more exciting.
The P3 can stay on station for 10 hours. It's 9.5 hours of boredom followed by 30 minutes of fear.
Having taken part in theatre ASW for real many times in an SSN, the most unrealistic thing about the scenario is that you actually found the submarine 😂
Generally, without a clue as to where to start looking, (the game starts as soon as the OPFOR submarine is MFI, missing from imagery, at its base port) you really are looking for a needle in a haystack.
There’s very little skill in ASW - it is a slow and expensive endeavour requiring air, surface and sub-surface assets to try and cover as much as the North Atlantic as possible, as well as a healthy dose of luck. The skill comes after detection, and how you maintain the trail without getting counter-detected yourself, or spooking the enemy into evading before you can get a unit into a firing position.
Thanks for sharing the real deal. What would a typical ASW sweep look like, if you can share that?
At somewhere between $1000-$12000USD a buoy this was one expensive search
I saw a Delta IV in the preview... if you are going for realism, a Delta does not need to travel to the east coast to fire its R29 infact it would be counter productive if it intends to hit the east coast
Unfortunately the game doesn't have any earlier Project 667 subs, which would absolutely have done this. Honestly if they had extended the cutoff point by just a few years they'd have a more extensive variety of units
Way to go, Dallas.
This is probably the worst parts of the various games that simulate naval combat. ASW combat is extremely tedious and in a scenario with nothing but subs on one side, this is what happens. You sit around doing nothing for ages while nothing happens, and having to constantly micro sonobouys, and only if you have airpower that have MAD devices can you make it less annoying. Then the moment you detect a sub, it's 99% dead if you have anything with more than one torpedo in range before the sub can sail away and break whatever detection you have (and unless it's like an alfa that can sprint away and might be able to go deep enough to destroy incoming torps). In short, extremely boring.
You just described all wars from a soldier’s perspective.
In fact, you don't have to drop sonobuoys. Just trust your towed arrays, don't sail too fast so that you can listen properly. Once you catch a contact, surround it with buoys.
do a sub hunt north of Iceland while fighting off attacks from Sov attack subs, naval attack bombers, and a lurking surface force. that should be more 'interesting' and show off the 3 dimensions of modern naval combat
does it simulate mid air refueling . i waqs under the impression some of the a6 ? could be configured for in flight refueling
Thank you comments section for sating my hunger for Red October content. I'm good for the week now.
It would be so funny if this scenario is just sailing tailing a sub or something and nothing happens.
I keep wanting the mission tools and simulation of CMO with Sea Power's graphics. This mission might have been boring, but if you had more sonabouy patterns or a mission area to task assets to, it wouldn't have been as ... RSI-inducing.
Nah, this was hella boring.
Idk who is crying over your scenarios being unrealistic, but I love your videos.
I enjoy them, and I click on every new one of them, knowing it will be a good investment of my time.
Keep it up!
Idk if you could assume the sub direction was east/west. Would it however be more effective if you spread out your sonarbuoy's in a north/south pattern?
Talk about looking for a needle in a field full of haystacks.
The Dallas? That’s Bart Mancusso’s boat.
It would already help if there would be a way to automate sonar buoys deployment would be pretty cool. Like mark a square/line whatever buoye every 15 miles and the plane automatically deploys the buoys.
11:30 imagine if father frost would have stayed deep for the whole time
Probably someone has already said it, I haven't read the whole series of comments but... that's not a "finally a realistic scenario". Choosing a Delta-III class SSBN to conduct a strategic patrol mission in the Sargasso Sea is a major historical and technical mistake! Such boats could have launched their SS-N-18 Stingray SLBMs just by sitting aside their pier without any to need to put themselves on the harm's way all the way down throughout the Norwegian Sea and the Northatlantic... Only Yankee class units needed that because they were armed with the shorter range SS-N-6 Serb-B SLBMs! Alteady by Project 667B (NATI: Delta-I) russian SSBNs no longer needed to endanger themselves within the GIUK Gap and the most defended Ocean on the planet. They did it sometimes to practice the prepositioning mission close the US coast in order to be ready to conduct a pre-emptive first strike with missiles fired on depressed trajectory a few minutes from their targets and impossible to defeat.
I know that's a detail on the bearing of just a few people, but if you want to be professional you have to think about it right under all respects.
0:55 This may make me sound like a bit of a Gen Z, but it's always the Boomers causing trouble!
Hi Stealth!
FTA. Can you reduce the data tags to simple icons? The map gets really cluttered, especially at distance.
Maybe an icon until you select it or hover over it?
Even better if you can select which units are icons and which are data tagged.
For example, sonobouys should just be an icon until you select ot hover over it.
Your submarine is, by far, your best anti-sub asset. It should be out in front using its sensors, the best sensors you have, to locate this boomer. That's when you use your asw aircraft to pinpoint it with the sonobuoys and mad detectors. The name of the game is detection.
This is where it started. Even at 32 knots it would take days to get to where I actually found the enemy sub.
@@Stealth17Gaming The one wonders why it was even included in the scenario.
I don’t know if you did this but you should have tried running your aircraft with the MAD over your network of sonobuoys
MAD has such a limited range that I don't think it would detect anything
I know you didn't enjoy this type of role-playing, but I did enjoy the realistic gameplay. That being said, I think realistic game play is good once an awhile, but not every video. Sprinkle them in once and a while.
@@Stealth17GamingUnderstandable I’d believe it does as having to fly almost directly over something to detect would take ages to find
mad is usually used to confirm contacts precise location as it can only detect directly below the plane
You think this was boring, try doing it for real. When you are not a Sonar Technician or part of the AIRDET on a frigate. I remember days of making small boxes in the ocean. Really enjoyed the times we were making like 4 knots and traveling crossways to the waves.
Way to go Dallas!
This game cannot come out soon enough for me.
Welcome to the US Navy Stealth.
Just screaming towed arrays. And sonobuoy max transmission distance. 😂 but was funny to see. Cant wait to play this!!! 3 hours though. Ouch.
I dropped bouys for 30 minutes at x30 and got bored.
Tried the red side, went very deep, flank speed. never got detected....
I cant wait for this game to release tomorrow. Last time I was this hyped was for Dragon Age Inquisition (that turned out a joke). Anyone who has an approximate time of release? GMT +2 for the timezone.
The announced few hours ago the it will be 10:00 UTC
Soviet submarine takes 4 torpedoes to sink. US frigate takes one AS-7 and sinks instantly (in a different video). I mean, WTF? I understand that this is statistically possible but c;mon, it happens in every video I watch.
I served on the Ranger.
Btw, why did you choose an horizontal search pattern, instead of a vertical one? I mean if you do 2 or 3 horizontal and then go vertical?
This game looks like a younger version of Command Modern Warfare with better graphics. It's a shame there's no way to create missions with defined areas. Sure would make ASW management easier.
Shudda put a marker on the sub as soon as you spotted it :)
Definitely should have
Personally I'd rather operations that have multiple objectives and not just 1 target, once you hit something in this it seems it renders it mostly combat ineffective, ending the whole mission quick if it's a single target, maybe a multiple objective operation where you have 2 or 3 targets but a limited task force and its up to you what you send where.
Maybe also make it so if you send say a sub to deal with 1 area, that sub will not be able to make it to other areas so you need to gather as much Intel as possible before committing to sending anything anywhere.
"We've been hit by an officer!"
Is it possible to change the color of the units and/or sonar buoys in the game? Would be nice to change them to another color because I completely lost your units in that sea of buoys…
So, Basically this was HFRO, but they intended to launch, not defect....
Granted, Russian subs typically have a double hull, i cant see how that would work in their favor. Hydraulic hammer is a thing and that is how torpedos work. Its the shockwave that cracks the hulll, not the initial explosion. Thus mmy argument is how could any submarine survive even a single torpedo impact when it is at any significsnt depth. You crack that pressure hull and the water is going to come pouring inbfaster than lightning. Hell, if you get really deep then yeah, it is basically just like that Titanic sub that squished. The Mark 46 I would wager, while a light weight torpedo ia atill more tha. Enough to pop a hole in a submarine.
The primary advantage of a double hull sub from a survivability aspect is the greater reserve buoyancy. Realistically though that means after taking a hit the sub is making an emergency blow and potentially staying afloat on the surface rather than entering an uncontrolled dive due to flooding. The idea they are just shrugging off multiple torpedo hits at depth and going on their merry way is nonsensical.
only a few more hours
00:00 UTC, so about 7pm tonight EST
Realistic.....this is the hunt for the red october even the same ship names from the movie
Except the Red October was a modified Typhoon-class submarine, this scenario featured what appears to be a Delta III
@theGreenChangeling I'm aware...it's basically the same concept as the movie
Just imagine how much pollution your sonar buoys produce...
Honestly, your frustration and exasperation in the first half of the video at how boring simulation of ASW was was more animated and entertaining to listen to than your normal commentary on an action packed "unrealistic" scenario that you enjoy, have you thought about torturing yourself for the audiences amusement on a more ongoing basis? Basically that freddy falls down game, haha my streamer mad, funny rage, haha unsophisticated humor. 😂 Like a jester taking a pie in the face, for the lulz and for the content 😊
Is there anything like this on mobile/tablets available?
Can you deploy the mad boom on the S-3?
Yes, when you fly low enough. You can see me use that later in the video
4:21 Yeah i laughed...
Can you try that Breakthrough scenario on the soviet side?
How do you make the planes set a pattern?
Hold shift and keep right clicking. Supposedly they lay a 3x3 grid by holding CTRL but I haven't tested that yet
can someone for the love of god tell me if this sonar bouye spam is realistic? it doesnt seem right for me, i think about 3 sonar bouyes should be more than enough and then you can increase at further distances
Speaking of horses, did you ever see those Lipizzaner stallions?
Whats this? The Red November?
Its it me or does the world map scale feel too small?
Im dropping so many sonars that my game becomes so laggy its literally unplayable and then i have to restart the whole scenario. Does anyone have any good strats for this mission? Im struggling big time
Ermm actually the waves are too high for the current time of day at 69:42 this is unrealistic.
You've just spent a GDP of a (not so) small country on sonar buoys. 😂
Russian subs taking 4 torps is hilarious. Sea power is just Russian fantasy at this point
we didn't even see the russian task force
Wasn't in the scenario. Loaded up the editor. Was very confused when I saw it wasn't there
Just at the start but you totally skipped over the Dalla's passive sonar ablities, She should be sprinting out in front then slowing for listening for targets, same sort of thing you would do in Cold waters
Game dropped on steam
why haul ass with the ships? you have good sensors on them but they are useless at 29 knots
Because my ships were so far behind the buoys that even my S-3s were running out of fuel just getting to the next drop zone
@@Stealth17Gaming At that speed they could run over my Daughter's stereo without hearing anything.
Use your Helos....
I did....
#wrongmovie
"God this is so boring, I'm not watching this." - the people screeching in your comments about unrealistic scenarios, probably
This looks like a very boring game,