Jive Turkey I think I'll be giving your videos a watch, Jive. This game looks intriguing, and I'll need something to tide me over until Jingles gets back to it. ^_^
I immagine it must have been frustrating for you to see those maneuvers pulled. But then again he walked (errmmm swam) away from them alive so I guess you could give it a pass.
Jive Turkey, did you notice the navigation error that Jingles made? He was ordered to go to UK Iceland cap and what he did. He went to Barents sea. Glad that he wasn't working as navigator in Royal Navy.
+Robbaz I agree. Since the "radar" jokes were already made, I will not continue along that line. I loved playing "The Hunt for Red Oktober" and "Red Storm Rising" way back when. I found "Cold Waters" on Steam and added it to my wishlist. I see this game was inspired by "Red Storm Rising", and the visuals are amazing.
Brave Sir Robin ran away. ("No!") Bravely ran away away. ("I didn't!") When danger reared it's ugly head, He bravely turned his tail and fled. ("I never!") Yes, brave Sir Robin turned about And gallantly he chickened out. ("You're lying!") Swiftly taking to his feet, He beat a very brave retreat. Bravest of the brave, Sir Robin!
Sailor 1: Commander, we have 1 contact in the water. our dept is 600 feet, our speed is 26 knots, and our heading is 255. Sailor 2: Commander, i need to use the head. Commander Jingles: I think the whole ship needs to use the head now, for we are in the shit..
32:00 "ooh, what I wouldn't give for a torpedo right about now" What are you talking about, Jingles? There's a perfectly functional torpedo circling above you! lure it down into the other submarine's throat!
Yeah, that's, uh... totally what I meant. I totally knew it would be a viable tactic and I definitely wasn't proposing to charge the submarine suicidally close to the enemy and hoping that the torpedo's targeting gets confused...
Out of torps, tube damaged, evading torps, no moss loaded, loads a harpoon.... At least you aren't cavitation for all over the place anymore Jingles, but that's the sub equivalent of a jingles landing...
The Hyman G Rickover...... Back in 1978, when I was going thru the USN's Naval Nuclear Power School, and Rickover was still running the program, there was a joke going around about him - "If Rickover was a porn star, what would his screen name be?" "Buster Hyman" Don't forget to try the fish.....
Hey Jingles, Just want to thank you for all your videos. Believe it or not, I've never actually played any of the games you feature but really enjoy watching and listening to your commentary, especially World of Tanks.
Alphas at depth and speed were easy to detect and follow. I served on Skipjack SSN-585 and we could keep up with the Alpha and remain undetected, maintaining a fire control solution of course ...
I'm late, but I hope Jingles see this. It's been a while since I found your channel and subscribed immediately. Surely you are one of the best youtuber. I watched and loved almost every video! I'm joining Korean Navy on Monday. Wish me good luck!
that was intense, i was shouting at the monitor desperately wanting you to try and lead one of those enemy torp's into one of their own sub's lol, it look's a great game this.
Jingles just came up with the best idea & he didn't even know it!! 'radar contact dead ahead' 'fire torpedos' 'torpedos away' 'wait, no that's just a whale' 'too late' BOOM moral of the story: they should add whales into the game just to throw you off 😂😂
I was scared you'd abandoned this series for a second. Legitimately used this as motivation for work because I couldn't watch it till I finished my shift. Thank you Jingles
Well, actually, Jingles... (I hope you‘ll read it after this, as this will give some hopefully valuable tips) This game is very much modelled after an old C64/DOS game called „Red Storm Rising“ which was released way back in 1988 by Microprose. This in turn is taking after the popular Tom Clancy novel. The game mechanics is all very much the same from what I have seen so far (even going so far that symbols for torpedoes, noisemakers are actually THE SAME) which should allow you to cheat a little bit: 1. Preliminary Sonar contacts will always be displayed at about twice the distance that they are actually it. So it will help to set the PAP of the Mk48 a little less than half way between you and the contact. The same actually goes for TLAM, TASM, Tomahawk. 2. Regarding torpedo evasion it should be best to just turn into it (unless it has acquired you), choose a bearing perpendicular to it‘s tail and floor it. 3. Soviet ground advances are directly linked to your successes or failures regarding the missions. If you do well they will fall back and if you do poorly, they‘ll advance. 4. The pointers in the mission briefings can be taken quite literally. So if it says a SS(N) pack is raiding in the GIUK gap, they are going to be around there and definitely not in the North or Barents. 5. Above 200 ft you will ALWAYS cavitate if you go faster than 10 kts. The Microprose game also had some more neat features, which I can‘t confirm as I have never played Cold Waters myself. But there you also had Stinger missiles to defend against those pesky „Helix“ ASW helicopters. Just come up to periscope depth and blow em out of the sky! You also had available the Seawolf class of submarines which were THE BEST (to say it with Trumps words). To begin with you had six tubes, not for and they also have a VLS for the Tomahawks and Harpoons. Also even quiter than the 688 or 688i boats. And faster to boot. (You could also have a go in the older Skipjack and Permit classes, but why would you?) As for the weapons you also had the Mk48 SWIMOUT, which would not cause launch gradients and you could launch with absolute stealth. They never knew what hit them. There you also had the UUM-125 „Sealance“, the successor to the SUBROC/ASROC. Red Storm Rising by now is abandonware and you can find it all over the Net. You can load it into Dosbox and run it easily. Or you could just look it up here on RU-vid. Good hunting, Commander McJingleberry!
I've been told that the games are very alike... just a few differences: - preliminary sonar contact don't follow any particular rule - there are no Stingers in Cold Waters - right now the only campaigns available are 1968 and 1984... so no Seawolf, Akula, Sierra II and other modern submarines (however there are many free mods around with these submarines and it's almost sure that the developers of the game will also add an official Soviet campaign and more playable submarines soon) (PS the Seawolf has 8 torpedo tubes but no VLS system... still the best SSN in the world)
Cavitation safe depth formula FOR COLD WATERS is as follows: S20-100D where S is speed, and D is depth in feet. At 5knots, that would be: 5*20 = 100 100-100 = 0ft. Your minimum depth is 7ft, therefore at 5kn you will NEVER cavitate. At ten knots, 10*20=200. 200-100=100. At fifteen knots, 15*20=300. 300-100=200. At twenty knots, 20*20=400. 400-100=300. At thirty-three knots, 33*20=660. 660-100=560.
I am a U.S. Navy ASW vet, and part of my job was the launch and recovery of P3 Orion's full of sonar buoys air dropped torps. depth charges and other things i did not know all there was to know about them at the time, and now know they have been replaced with new toys that cost a whole lot more and can do a whole lot more than what I remember using. Capt. Jingles has a good overall knowledge that surpasses what I was taught, keep it up.
That moment when i saw the torpedo scratching the paint on your rudder .... I was holding an energy drink can in the hand and I crushed it in despair. Nice and tense video Jingles!
It's measuring in Fards and Yeet. Any contact within 12000 Yeet is only 4000 Fards away. He was lucky to be in that close range Victor II's baffles, so that when he cavitated his signature readout was -27, and the Alfa was already in FTA so he'd have been -50 at that range. Had the Victor II's course been 276 instead of 261, he would DEFINITELY have heard Jingles' cavitation. Whether he'd have been able to do anything about it, that's a different matter. I'd have put a knuckle in the water and gone full reverse, then execute FPP, drop noisemaker and get out of the torpedo's depth band. Then leave the navy when I get to shore. One encounter with a MK48, no matter how close, is probably going to be more than enough to give me PTSD.
You know, the sound of active still sends chills down my spine every time I hear it...was not expecting to hear that ever again. Dammit Jingles you are going to give me an attack with this game!
Would caution against over-reliance on the snap-shot tactic. In almost every case your will have a tactical advantage in terms of sonar performance and unless against slow diesel boats, quietness. Work to firm up your target solutions or you'll regret the missed shots. That's particularly true if your weapons mix is skewed towards surface attack. Love this series!
It bothers me with the mission target part when you kill a pack of subs and then you are told that was not your target mission failure .... like dude i killed 5 Russian subs in a pack....
Hello Jingles, thank you very much for bringing me back to submarine simulation! For quite a while I played a lot of 688i Hunter Killer and Sub Command. I want to bring your attention to the difficulty settings of cold waters in case you didnt allready know about it. Only at Elite setting the sensors behave more like in real live. There is also an parameter which changes the distance. A setting of 1:1 makes the game more realistic for me. Also consider the under water visibility mod. Best regards from Germany.
I'm enjoying watching Jingles play Cold Waters so much, and I'd love to see a full play-through of the other campaign and the missions. It's an amazing game which I think lets Jingles' commentary style shine.
Steven Zhao I figured he had docked, I guess in the video game world you can receive your bronze star not in person. I knew this game had to have one unrealistic feature.
Watching World of Tanks or World of Warships is like watching an action scene in a movie, Watching Atlantic Fleet is like watching a war reenactment. Watching Cold Waters is like watching a spy thriller.
My brother is currently in the US Navy. He's a Petty Officer 1st Class and a sonar tech. Right now he teaches at the sub school in New London, but before that he was on USS Toledo, which is a 688 class boat.
Also, jingles heres a hint, in the upper right, you can see status icons for your ship. A propeller means your caveating, a radiation symbol means your reactor is damaged, and a TORPEDO ICON MEANS A TORPEDO IS HOMING ON YOU. IF you don't see the torpedo icon, your good, just don't steer into it. Also, judging where that first fish came from, it looked like it came from a helicopter or surface ship...
That was close ! Well done captain ! For a brief moment back there I thought you were going to head back toward them and get them destroyed by there own torps.
Awesome video. I would love to see more cold waters from you. You have talent to make it feel very tense, and at same time keeping us up at what is happening and why.
You Spin Me Round by Dead Or Alive describe the last encounter really well. When that torp was doing circles looking for you all i could hear in my head was "You spin me right round, baby. Right round like a record, baby."
"I set my sights on you (and no one else will do) And I, I've got to have my way now, babyAll I know is that to me You look like you're having fun Open up your lovin' arms Watch out here I come"
Can't wait for the next video! Making mistakes and living is part of what makes these videos so entertaining to watch! Though we could still use the theme for red October. ^^
Thx for pointing me to the channel of Jive Turkey. He play on the hardest difficulty and still make it look easy. But I still enjoy watching you play. It's a bit like what if Benny Hill would be a subnarine commander. I could hear the song in my head while you evaded those torpedo 🤣
Video shot BEFORE you started watching Jive's channel....that explains it. I was yelling at the screen "haven't you learned anything from watching Jive????"......lol. This was a good video Jingles....tense!
A good rule of thumb for safe cavitation-free speeds with a 688 is divide the depth by 20 100ft - 5kts 200ft - 10kts 300ft - 15kts 400ft - 20kts 500ft - 25kts 600ft - flank
Doesn't read his mission objectives, rides his boat in completely opposite direction, fires all his torpedoes on a dead sub, hits his intended target on his way to rearm, jams a torpedo tube. Still survives. oh please Jingles, never change :D
Jingle, thanks for alerting me to this game. I downloaded, installed and am having a lot of fun with it. I'm really awful at it, but hopefully, I'll learn. Lots of strategic planning time with interruptions of sheer terror. Thanks again.
Jingles love your video's! Did you ever consider ramming speed? The Admiral would probably chuck a few more medals into your empty coffin at the funeral. :)
ha ha ha.. love that you are using danish acktor, Dirk passer in your vid, at 23:08 :) one of your best acktors in the 80's :) and agin freat work jingels and thx for the awsome vids taht you make.. best regards from Denmark
Jingles the marker on the map is where your Sonar man think the wreck is, not where it actually is. So the noisemaker is from Sierra 1, and it is where Sierra 1 actually is.
10:00 It probably is S1's noisemaker, Jingles. I think the game shows the wreck so far away from the noisemaker only because that's where S1's last known position was.
Love this game. big thank you jingles for alerting me to it. bloody hard though. even worse when my 8 year old nephew played it the other day and he was better at it then me lol. I'm getting too old.
Jingles, shadow zones only work one way. under the layer, those above you struggle to detect you and you struggle to detect them and vice versa. Oh and here's the cavitation depths for the LA class: 100ft, 2/3s, 300ft ahead standard, 440 Ahead Full, 550 Ahead Flank. You are about equally quiet at 1/3 speed as a standard bell so long as you dont cavitate.
10:00 It's sierra one's noisemaker. If you don't have a 95% accurate contact at the moment of death, the map shows that the target goes down wherever the last contact was made, as opposed to its actual position. The result is that where the wreck is marked on the map, and where the wreck actually is, are two completely different places. It's really annoying, and I can't tell if it's an intentional game-play element by the developers, or an oversight.