The reason you can't fire more then two SS-N-14b is because it needs (to an extent) the tracking radar to guide it, you have two tracking radars on the Kerch, both which can track two targets at once. Because the SS-N-14b uses the front radar to guide it, you can only launch two. The rear tracking radar is always used for the rear twin arm launcher, so the SS-N-14b can't use it to guide it's self.
Its more who sees first wins. You have to think of it more as a cat and mouse game for modern naval warfare. If you can spot and identify the enemy before they spot you there is a significant advantage. When using your helicopter to spot the enemy ships use the helo radar sparingly, just enough to get a fix on the targets. That way you won't draw as much attention to your helo from enemy aircraft and SAMs. The surface search radar on your helos has a very long range and you only need a short fix to fire your anti-ship missiles from your surface assets. The next scenario you play try and utilize the radar horizon more with your helos. Pop them up from further away to a high altitude where they are out of range of enemy SAM fire, turn on your radar for a brief time to get a fix on the targets, and then descend to back to sea skimming altitude. Only close in if you have to get visual identification and if you do stay at the lowest altitude possible. Surface ship SAMs are restricted by the radar horizon. Flying as low as possible will keep your aircraft under the radar horizon for quite a while and will allow you to approach much closer to surface ships. One of the advantages of helos is they can typically fly at a very low altitude compared to fixed wing aircraft. Once you get visual if you need it, turn around and run away as fast as possible. Another way to get positive id without having to get within visual is use your sonobuoys on the helicopters. The sonobuoys can "hear" quite a distance and ships are loud. As time passes your sonar operators will develop a solution that will eventually positively identify the ships just by their sound. Stay at very low altitude and outside of visual but get as close as you can and drop the sonobuoys. One of the things I've noticed in a lot of the scenarios, both canned and streamer made, is they are starting the scenarios with the ships in much closer proximity and in very tight spaces. While that can happen in places such as the Strait of Hormuz, usually modern naval combat starts at very long ranges outside of missile engagement range. The surface combatants slowly work their way in toward each other while playing that cat and mouse game trying to spot each other without being spotted. I'm hoping to see more scenarios where larger areas are utilized. I realize these scenarios are designed to "get into the action right away", but I think this game gets a lot more fun when the player gets to utilize the weapons systems and sensors like they were meant to be used. You really can't do that until you start to spread out the combatants. I enjoyed watching the video. Keep up the good work.
@@Billy-I-Am-Not Looked it up. The Torpedos are comparable. Around 50 kg Charge for the Asroc and 60 kg for the Silex. But the Silex is indeed universal. It has an additional 185 kg Shaped Charge included for AntiShip and in this Case the Torpedo is also part of the Missile until the End. The Asroc is more a Boostervehicle for the Torpedo.
Per the unit reference anyway, the A model is primarily ASW with no Anti-Ship ability, while the B is primarily Anti-Ship with Anti-Sub as a secondary functionality.
It does auto scale down to 10x if you’re in combat but I agree there need to be more and serious breaks on it. If you’re 3x and a AAM is fired at your plane you’ll be dead before you know what happened for example.
Hey, as a huge Cold Waters fan I have to ask: how amenable is SP to playing a single unit (submarine) in a larger conflict? Way bummed we don't get late-cold war units (Imp. LA, Akula, etc.), never mind planned platforms for superweapon scenarios (Seawolf, etc.).
Also a huge CW fan here, and you might like to watch Jive Turkey's video where he plays a 1v1 LA vs Alfa scenario. You can control units manually with keyboard or waypoints, just as in Cold Waters (although the boats' rudder shift speed is much more realistic.) Biggest difference, at least on the version he was playing, is you can't do a few things like fire-on-bearing without a target. But I would be very surprised if that isn't added later - it's probably an AI limitation right now because we're in early beta. As for modern and late-Cold War units, the game goes until 1991 - I think - so no reason the 688I and other late 80s boats won't be in there. The game was also designed for modding support, so as soon as that's opened up I can guarantee we'll get Seawolf, Akula II/III, and all the unbuilt late Cold War stuff :)
If OPFOR transmits an air-search radar, your helo would absolutely-definitely detect it, regardless whether OPFOR detected the helo. In other words, if you are not transmitting and OPFOR is not transmitting, there is no chance OPFOR knows your helo is there.
So is the BG music playing in the game as it is now? Or did you mix that in yourself? I ask this, because it sounds exactly like the music from HBO's Chernobyl.
Ideed the animations are very nice, however, ships sinking with aircraft and helo's still sitting on the decks aren't realistic, and that's something the devs need to address
You do realize that flying the chopper at such a low altitude you limit its surface search radar? Fly the chopper at 8,000 feet. Doing so will greatly enhance you radar ability.
@@thehistoricalgamer Could be... but like you say, it's not a 90's game. I figure by now scripting would be limited to timing the arrival of new units. Once they're "on the field", shouldn't they be governed by AI?
Sad to see that despite that several versions have been released the enemy forces just sit there taking hit after hit and doing nothing to counter attack. I wonder if the harpoons are still nerfed.
If you see the epilogue at the end there’s another play through of the scenario of me being overwhelmed and obliterated by harpoons. I don’t think the AI is being passive. I think the AI cannot attack because they’re too busy engaging incoming missiles. If the Perry starts shooting missiles at me it won’t have any rails to fire SAMs off, same for the Adames.
@@thehistoricalgamer well, if I were am admiral on one of those ships i would have any of the non targeted ships start launching everything in between volleys.
way too slow in your deployment of weapons, once you fire full radars on...They know where you are as soon as you fire missiles!!!! Be Much more aggressive...
Navy n e r d s are so a n a l about every little move, this and cold waters videos, if you arent playing like you have 25 years experience in real life naval warfare tactics or dont know the game mechanics inside and out why even upload at all? According to them. 😂😂😂😂😂
The reason you can't fire more then two SS-N-14b is because it needs (to an extent) the tracking radar to guide it, you have two tracking radars on the Kerch, both which can track two targets at once. Because the SS-N-14b uses the front radar to guide it, you can only launch two. The rear tracking radar is always used for the rear twin arm launcher, so the SS-N-14b can't use it to guide it's self.
Good to know! I was wondering if it was some kinda illumination thing. Thanks.
Its more who sees first wins. You have to think of it more as a cat and mouse game for modern naval warfare. If you can spot and identify the enemy before they spot you there is a significant advantage. When using your helicopter to spot the enemy ships use the helo radar sparingly, just enough to get a fix on the targets. That way you won't draw as much attention to your helo from enemy aircraft and SAMs. The surface search radar on your helos has a very long range and you only need a short fix to fire your anti-ship missiles from your surface assets. The next scenario you play try and utilize the radar horizon more with your helos. Pop them up from further away to a high altitude where they are out of range of enemy SAM fire, turn on your radar for a brief time to get a fix on the targets, and then descend to back to sea skimming altitude. Only close in if you have to get visual identification and if you do stay at the lowest altitude possible. Surface ship SAMs are restricted by the radar horizon. Flying as low as possible will keep your aircraft under the radar horizon for quite a while and will allow you to approach much closer to surface ships. One of the advantages of helos is they can typically fly at a very low altitude compared to fixed wing aircraft. Once you get visual if you need it, turn around and run away as fast as possible. Another way to get positive id without having to get within visual is use your sonobuoys on the helicopters. The sonobuoys can "hear" quite a distance and ships are loud. As time passes your sonar operators will develop a solution that will eventually positively identify the ships just by their sound. Stay at very low altitude and outside of visual but get as close as you can and drop the sonobuoys. One of the things I've noticed in a lot of the scenarios, both canned and streamer made, is they are starting the scenarios with the ships in much closer proximity and in very tight spaces. While that can happen in places such as the Strait of Hormuz, usually modern naval combat starts at very long ranges outside of missile engagement range. The surface combatants slowly work their way in toward each other while playing that cat and mouse game trying to spot each other without being spotted. I'm hoping to see more scenarios where larger areas are utilized. I realize these scenarios are designed to "get into the action right away", but I think this game gets a lot more fun when the player gets to utilize the weapons systems and sensors like they were meant to be used. You really can't do that until you start to spread out the combatants. I enjoyed watching the video. Keep up the good work.
SSN-14b is a rocket with a torpedo for a warhead. Primarily an ASW weapon but the b version can also attack ships.
Like a ASRoc?
@@rainerbehrendt9330 Essentially, but longer ranged and generally more advanced.
@@Billy-I-Am-Not Looked it up. The Torpedos are comparable. Around 50 kg Charge for the Asroc and 60 kg for the Silex. But the Silex is indeed universal. It has an additional 185 kg Shaped Charge included for AntiShip and in this Case the Torpedo is also part of the Missile until the End. The Asroc is more a Boostervehicle for the Torpedo.
Per the unit reference anyway, the A model is primarily ASW with no Anti-Ship ability, while the B is primarily Anti-Ship with Anti-Sub as a secondary functionality.
Time compression should have several triggers that returns it automatically to 1:1 time. Something like new contact detected.
It does auto scale down to 10x if you’re in combat but I agree there need to be more and serious breaks on it. If you’re 3x and a AAM is fired at your plane you’ll be dead before you know what happened for example.
It's CIWS (close-in weapon system) and pronounced see-wizz. Loved the video btw.
MPA is Maritime Patrol Aircraft
Hey, as a huge Cold Waters fan I have to ask: how amenable is SP to playing a single unit (submarine) in a larger conflict? Way bummed we don't get late-cold war units (Imp. LA, Akula, etc.), never mind planned platforms for superweapon scenarios (Seawolf, etc.).
Also a huge CW fan here, and you might like to watch Jive Turkey's video where he plays a 1v1 LA vs Alfa scenario. You can control units manually with keyboard or waypoints, just as in Cold Waters (although the boats' rudder shift speed is much more realistic.)
Biggest difference, at least on the version he was playing, is you can't do a few things like fire-on-bearing without a target. But I would be very surprised if that isn't added later - it's probably an AI limitation right now because we're in early beta.
As for modern and late-Cold War units, the game goes until 1991 - I think - so no reason the 688I and other late 80s boats won't be in there. The game was also designed for modding support, so as soon as that's opened up I can guarantee we'll get Seawolf, Akula II/III, and all the unbuilt late Cold War stuff :)
Hello Matt, I hope you are well and enjoying this game.
If OPFOR transmits an air-search radar, your helo would absolutely-definitely detect it, regardless whether OPFOR detected the helo.
In other words, if you are not transmitting and OPFOR is not transmitting, there is no chance OPFOR knows your helo is there.
So is the BG music playing in the game as it is now? Or did you mix that in yourself?
I ask this, because it sounds exactly like the music from HBO's Chernobyl.
I didn’t do anything with the music, that’s the games.
@@thehistoricalgamer Sweet. Another reason to get it myself. Thx.
Is this out on steam yet?
November 12th
18 fucking seconds... thats how long you had to watch the video to find out holy shit
Ideed the animations are very nice, however, ships sinking with aircraft and helo's still sitting on the decks aren't realistic, and that's something the devs need to address
You do realize that flying the chopper at such a low altitude you limit its surface search radar? Fly the chopper at 8,000 feet. Doing so will greatly enhance you radar ability.
And also make a big juicy target.
I can't say that I'm impressed with the AI - they had 4 Seasprites in the TF and not one of them in the air!
I suspect that's less an AI issue and more a scenario scripting issue. At least in this scenarios case.
@@thehistoricalgamer Could be... but like you say, it's not a 90's game. I figure by now scripting would be limited to timing the arrival of new units. Once they're "on the field", shouldn't they be governed by AI?
11:28 are you trolling?
Sad to see that despite that several versions have been released the enemy forces just sit there taking hit after hit and doing nothing to counter attack. I wonder if the harpoons are still nerfed.
If you see the epilogue at the end there’s another play through of the scenario of me being overwhelmed and obliterated by harpoons. I don’t think the AI is being passive. I think the AI cannot attack because they’re too busy engaging incoming missiles. If the Perry starts shooting missiles at me it won’t have any rails to fire SAMs off, same for the Adames.
@@thehistoricalgamer well, if I were am admiral on one of those ships i would have any of the non targeted ships start launching everything in between volleys.
@@simulacrae
You do realise that tracking and targeting systems of the 1980’s were much less capable than 2020’s?
way too slow in your deployment of weapons, once you fire full radars on...They know where you are as soon as you fire missiles!!!! Be Much more aggressive...
You can only fire a certain number of weapons based on your own systems ability to guide them.
Navy n e r d s are so a n a l about every little move, this and cold waters videos, if you arent playing like you have 25 years experience in real life naval warfare tactics or dont know the game mechanics inside and out why even upload at all? According to them. 😂😂😂😂😂
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