North Atlantic Convoys (NACV) 3, Midway Through War Story Sea Power. Welcome to PMC website for naval warfare game: Sea Power Naval Combat in the Missile Age.
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2024-11-05T09:53:56Z New Sea Power war story day has started. Just finished creating "PMC Kiddie NACV 3, Midway Through" mission, see its dev diary page for details, now its time to launch Sea Power and start playing. There was about 208mb update waiting for me this morning in PMC Gaming computer, no changes in the changelog.txt though, but I know from discord that Martin of Triassic Games fixed encyclopedia freezing issue from last night.
First I have to copy 7-zip backup of my latest missions and formations (.unitgroups files), restore them into my missions dir before starting to play. Yes I could use steam client "cL0uD" service but I will not, no fucken game is taking my missions and store them into steam servers, I mean come on now!
2024-11-05T10:04:50Z Started "PMC Kiddie NACV 3, Midway Through" mission
Dev branch build is Sea Power 0.1.0.14194 (#3210).
Okay here I go, wish me luck
In-game 1985-06-29T05:00:04Z welcome to the north atlantic ocean
Its now dark night time, hmm that's interesting as the Gauntlet mission started around the same time and it was already dawn environment, hmm guess the lat/lon coords dictate much when sun/moon rises and sets, hmm hopefully daybreak is coming soon I would not want to play too long in the dark, that was not my goal with this mission.
Set course to the mission objective area, launched two SH-2F helicopters, streamed towed array sonar from Reuben James and ordered the convoy to ahead 2/3 speed. Hold on to your butts.
Waypoint ETA shows 15:09 with my current 12kts speed, hmm wonder if that is true, three o'clock this afternoon as its now 0500hrs in the morning, or could it be TOMORROW afternoon, hmm
2024-11-05T10:15:46Z Got everything setup, ruler from Reuben James to the objective area edge, 15nm sonobuoy range circles set along the path, helicopters deploying sonobuoys. Okay now waiting begins, what will happen first
*SCREENSHOT
That area to play around with doesn't look that big, I mean its a mere few, hmm actually more like four total 15nm sonobuoy search areas before reaching that objective, OK perhaps five. Hmm how can 100nm looks so short distance on tactical display like that, hmm very odd as I know its not a cake walk, not with these soviet bad guys I have waiting for me
I'm feeling great, super excited to play, I love naval warfare and Sea Power stuff
Hmm in-game 05:21:15Z I'm starting to se reddish tint color on the horizon, its going to be daylight soon, ooh this is going to be so nice.
In-game 05:35:02Z new passive sonar contact! This came from just dropped AN/SSQ-53 sonobuoy, its on the far outer edge of err far most 15nm sonobuoy circle of mine. So yeah its far out, but still its within the circle, hmm. Its 41.18nm from Reuben James, so well beyond soviet torpedo range, but well within cruise missile range, depending on the missile. Noise 9db on this first sonar contact, quiet boat.
I really like how quickly there was a first contact, going to get some action well before daybreak
Even though this contact is over 40nm out, I reduced convoy speed to ahead 1/3.
In-game 05:37:25Z contact is classified as hostile submarine, possible classes are alfa, victor 1 or victor 2.
In-game 05:39:30Z final classification came in, its an alfa class soviet attack submarine, yikes!
I hate the fact that I know every group has two submarines and alfas are escorting high value assets, SSGNs or even SSBNs, so there is some juicy target for my ASW helos or very dangerous opponent for my convoy which ever way you want to put it.
In-game 05:42:07Z alfa contact faded, she is gone, ooh spooky!
Odd thing is that I can still be connected to the 3D world alfa unit/model, also if I de-select it on tactical display I can click again into the faded icon, so while game/AI says its faded... its really not, hmm.
In-game 05:56:27Z outer most sonobuoy circle helo reached the center point, last buoy dropped. At this point two new passive sonar contracts were detected, one of them obviously going to be the previous alfa, but other one is new, is much closer to my convoy than alfa was before. New tracks assigned and unit information panels brought up, the hunt is on, les see what I got here ...
*SCREENSHOT
In-game 05:58:17Z the closer contact got classified as hostile submarine, its either delta 3, yankee, echo 2, oscar or november. Scary set of choices, wouldn't want to face none of these guys with my ships. Well I mean delta 3 and yankee are SSBN's they are not interested of fighting me, they just run away and launch their intercontinental ballistic nuclear missiles when Mikhail Gorbachev gives the order for strategic missile forces to launch against evil amerikan kapitalist pigs
In-game 05:59:08Z well dang it, the closer contact was classified either as delta 2 or yankee and the escort sub (which I as mission editor unfortunately know to be alfa) faded again, sneaky little soviet that one is.
This closer contact is now about middle of the outer 15nm sonobuoy circle, its only 29.83nm away from Reuben James. Its speed 5kts, course 269 and depth 330ft.
In-game 06:01:45Z closer contact is classified as soviet delta 3 K-129 ballistic missile submarine (SSBN). Uh oh!
2024-11-05T10:57:51Z Task manager CPU 20%, RAM 48%, GPU utilization 91% and dedicated GPU memory 6.6/12gb. If you're first time reader in this war story, these task manager hardware statistics is listed time to time because earlier I made Sea Power use up all my RAM and VRAM with GPU utilization screaming flat out 100% all the time, so I've been monitoring that as its the first sign of game freezes to begin.
Decided to attack delta 3 right away without waiting further, I mean why wait, I know who he is, where he is so time to drop a torpedo on her. Actually I know from past experience that these big boats need two MK-46 unless you get real lucky, but I'll start with one for now.
Launched SH-2F helo from Reuben James, it will take this attacking helos place as he will soon be RTB when both torpedoes have been dropped.
In-game 06:10:28Z weapon away! SH-2F dropped one MK-46 to K-129.
In-game 06:11:57Z torpedo looked like its going to miss, my camera angle was from stern of the sub looking at propellers, but suddenly MK-46 exploded at starboard side, it knocked out propulsion from the delta 3, hmm interesting.
When zoomed real close to the delta 3 there is this whooshing sound repeating again, guess it means some sort of flooding not sure.
I'm greedy, going to drop my second and last MK-46 torpedo from this helo into alfa instead of finishing off this delta 3. This helo is just about running out of fuel too, so hes gotta RTB in few minutes.
In-game 06:18:23Z weapon away! MK-46 dropped to K-316 alfa class attack submarine.
As MK-46 was dropped in front of the K-316 she heard it almost right away and started running and diving, cavitating badly so both of my frigates heard it with sonars.
In-game 06:19:38Z K-316 got hit on mid ship starboard side, big secondary explosion rang out, propellers are still turning with extremely low speed though.
In-game 06:21:14Z K-316 sunk! She is going down to the bottom! Yeah buddy! Missions first kill! Whohooo!
At this time delta 3 got propulsion back, speed 5kts, course 211 and depth 330ft.
In-game 06:31:43Z SH-2F arrived to the delta 3 scene and droped MK-46 torpedo, weapon away!
Seconds later delta 3 was hit starboard side in the neck, ouch, it was right behind conning towerd in the ballistic missile "hump" it carries on her back. Geez, torpedoing those nukes is quite scary
She still has propulsion, guess that hit was nowhere near those vital compartments, still going at 5kts both propellers turning.
In-game 06:34:10Z oh now propellers stopped, shs is just sitting there at 0kts. Hmm
Sent SH-2F with one MK-46 left onboard to drop more sonobuoys, I let delta 3 marinate as its so badly wounded now, already taken two hits, hopefully she goes down with that over time.
In-game 06:38:43Z she is now... diving, or sinking, I'm not sure, but at this point... whats the difference, really. 344ft as I'm paused and typing this (gotta pause so slow typing mofo like me can stay on top of things and not panic under pressure hehe).
In-game 06:38:56Z boom! Big camera shaking explosion from delta 3, no visible flames, no bubbles but man that was a big boom
Moments later I noticed its icon is gray/black so delta 3 died, she is sinking. However for some odd reason it got stuck at 400ft even number, she is not sinking anymore, hmm is this a bug or by design, what is going on here, how come sub classified as sinking by the game just simply stop to hover at 0kts 400ft?
In-game 06:44:20Z now delta 3 is bubbling and sinking, the final dive for these sailors.
Launched SH-2F from Pharris, need more sonobuoys on the water and someone to monitor them.
In-game 06:52:55Z increased convoy speed back to ahead 2/3. Lets keep rolling.
In-game 07:20:13Z new passive sonar contact, speed 5kts, course 256 and depth 270ft. Distance to Reuben James 34.57nm. Okay lets start the track.
In-game 07:22:31Z contact classified as hostible submerged soviet submarine. Speed 5kts, course 237 and depth 270ft. Possible matches are charlie 1, charlie 2 or victor 3.
As a precaution slowed convoy speed to ahead 1/3 to reduce noise.
In-game 07:27:21Z the SH-2F who attacked last enemy sub is carrying only one MK-46 and getting low on fuel, I ordered it to drop two sonobuoys since there was plenty to spare, hmm not sure if this guy has enough fueld to kill that new sub contact.
Nope, he didn't, coming towards the convoy now and hopefully get to deploy one more sonobuoy before he is RTB. Fuel range doesn't seem to drop when he is heading back towards the ship, guess it constantly calculates it from the current location back to the ship and since its now moving straight at the ship, well yeah looks like it doesn't reduce at all, well maybe a little over time.
In-game 07:33:50Z new sub contact was classified as charlie 2 class K-209 SSGN, its most dangerous weapon is SS-N-9 Siren with 59nm range, so my convoy is well within firing range now.
Whats even more scarier is that in-game 07:35:30Z contact faded, uh oh
But now its my time to take a restroom and lunch break, I'm getting hungry and I have those junk food goodies waiting in the fridge, cant wait to enjoy myself eating some junk hah. Hmm but here is the problem, there is a sub nearby, I don't want to leave game running in real time while I eat because if something happens, I cant be fully up to date and give orders, hmm so guess this time I have to pause it and be bored watching discord Microprose Sea Power firefox tab maybe. Anyways, lunch break ...
2024-11-05T12:48:21Z Feeding time is over, back to the north atlantic ocean.
While eating was thinking about my ASW tactics, right now I'm setting up 15nm circles, two of them, towards my objective, this I don't think it covers enough distance between submarine threats and my ships, like this SS-N-9 Siren with 59nm range. However so far all the subs that I've encountered have never fired on my ships before I manage to kill them, there has never been just random missiles or torpedoes on the horizon on all kinds of bearing degrees without warning. It actually feels quite easy now, just spam those sonobuoys and you'll be allright, no sub can get close enough to spot your ships or at least the AI wont shoot them.
In-game 07:43:10Z ordered SH-2F to engage charlie 2 class K-209 SSGN.
Moments later MK-46 was dropped and moment after that charlie 2 K-209 is running and diving while launching noisemakers, she heard the torpedo just fine coming from how bow.
In-game 07:45:39Z K-209 got hit with US Navy MK-46 torpedo on the port side, mid way between conning tower and stern planes things. Good hit.
She still got propulsion though, keeps going 5kts speed with that gaping hole on the side. Going to give her some time, maybe flooding and possible fire gets the crew overwhelmed and the boat is lost.
Sent the overhead helo to drop sonobuoys as there was full 15 load of them, K-209 is not going anywhere with sonobuoys around, once some buoys are deployed then I can drop the last torpedo on K-209 before RTB.
In-game 07:55:59Z new sonobuoy deployed and immediately got new contact, speed 5kts, course 265 and depth 270ft. Distance to Reuben James 33.96nm. I am more and more thinking that I need to move my sonobuoy screen much further out to keep these soviet subs a arms length.
Hmm need to work on that tactic, I do wonder if SH-2F sea sprites have enough fuel to reach lets say another 15nm circle if I were to use three of them, but then I would have to keep three helos up at all times, hmm hmm.
Well I could request US Navy headquarters in Norfolk (just made that up, hoho 'funny') for additional ASW ship assets, would be cool to have a second oliver hazard perry class sailing with me here, in the middle of the atlantic ocean, I feel so all alone here, nobody to keep me company except these soviet commie scum submarines. Well I mean Reuben James and Pharris are the two good old buddies who sail these seas, but yeah, more ASW capability might be a nice change, give some flexibility to my convoy escort duty.
Need to think about that a bit for the next mission or perhaps if I might upgrade all of these. Maybe add few more cargo ships as well to make this whole operation look a bit more grander.
In-game 07:57:50Z charlie 2 K-209 contact faded, however I was still connected to it on 3D game world, she is alive and moving at 5kts speed.
New contact was classified either victor 1 or victor 2.
In-game 08:01:43Z new passive sonar contact reported by Reuben James, speed 3kts, course 174 and depth 32ft, hmm she is at periscope depth. Noise 5.2db, distance to Reuben James 59.9nm so this must be convergenze zone bounce, cool.
I marked it in the tactical display with a ruler but wont send a helo after it that far out.
Moments later it was classified as foxtrot class B-101 soviet diesel electric submarine. Interesting that this comes from oliver hazard perry class frigate, that far out, even though the desibels were only 5.2 so hmm not sure if that is correct as if the foxtrot is running its diesels while recharging batteries using a snorkel it should make a huge ruckus, hmm?
Moved second 15nm circle marker to first, now it looks like just one more full circle left to go after this.
*SCREENSHOT
2024-11-05T13:42:06Z Went to take a restroom break while leaving game running in real time, not really a fan of that but it seems like all contacts faded so probably nothing happening in next few minutes at least, my helos are in long sonobuoy deployment waypoints so I have plenty of time to step away for a sec ...
2024-11-05T13:51:45Z Back. Just before I went away I got some mission files from DotMod aka Ivan of Triassic Games, this is the guy who made the DotMod for Cold Waters I believe. He said something that mission editor does not have randomization functionality but you can do some randomization stuff in the ini file itself, interesting.
Okay now back to killing soviet subs, need to launch another helo and send it to track and kill the subs I already know about but had contact fade on me.
Whats also interesting that I have now played a long time, there has been no ESM contact on the spy ships or TU-95RT recon flights, of course its possible that random chance was so lucky to my side that none of them got created, but 6 units total and none of them appeared, I don't think so, but anyways need to keep eyes and ears open for new contacts.
In-game 08:37:32Z new passive sonar contact, speed 5kts, course 250, depth 270ft, noise 12.4db and distance to Reuben James 27.05nm.
Soon after launched another helo, this time from Pharris, I need more birds in the air, I got soviet subs to hunt and kill!
2024-11-05T14:10:45Z Got more information from DotMod/Ivan on discord, he told me how to increase time compression to x5000 speed using usersettings.ini file, oh wow. He also did some code changes to the engine just now and he said that now helicopters are synced with x1000 time compression that they are flying "on rails" at very high time compression. Good to know, whis might come handy on those extremely long convoy escort missions like the original PMC Reuben James NACV.
In-game 08:44:24Z SH-2F deployed a sonobuoy and immediately got sonar conact on a submarine, speed 5kts, course 247, depth 290ft, noise 6.3db and distance to Reuben James 21.78nm oh man that is CLOSE!
Sure its still not within torpedo range, I think, hmm wasnt the longest russian torpedo like 10-12nm or something, but those missiles are well within range, hell depending on the submarine any contact I see is within firing range if they just get targeting info, this stuff is getting a bit hairy now!
Okay I ordered nearest SH-2F to cancel its current orders, drop a sonobuoy right on top of this new contact and once its at all classified I will unleash all available torpedoes on it, this girl has gotten way too close to my precious convoy, she's gotta go, Now.
In-game 08:45:31Z unknown contact got classified as victor 1 K-147 SSN. Scary adversary, time to make her go away.
Minute later SH-2F dropped MK-46 torpedo on victor 1 K-147, hopefully it hits on first approach.
In-game 08:50:28Z victor 1 K-147 got hit port side mid section just behind conning tower, good gaping hole, propulsion is knocked out.
Ordered SH-2F to engage charlie 2 with its last MK-46 torpedo. However he had some problems targeting it, there was some back and forth steering going on, so I ordered cease fire and then tried attack order but I clicked just next to the sub, I saw this on some youtube video where player targeted open ocean just in front of the actual unit, so torpedo would seek a target from that location going forward. Wonder if this works.
In-game 08:52:39Z weapon away, MK-46 dropped just nicely, good job. Charlie 2 launched noisemaker when she heard the incoming torpedo but she didn't run, perhaps her engines are not fully working or something.
In-game 08:53:37Z torpedo hit the boat, big secondary explosions heard right away, something went bye bye inside the sub for sure. Would be a miracle if she survives this second strike.
She got hit right in the back of the conning tower starboard side, ouch!
In-game 08:54:27Z charlie 2 K-209 is dead, she is sinking, bubbles coming out with a black tactical display icon.
Now there are no sub contacts on tactical display so time to speed up the convoy again, ordered Reuben James to ahead 2/3 speed. Then few minutes later was just browsing through my units and noticed that the ship is again 6kts, hmm wonder what happened there, ordered it again to ahead 2/3 and now kept an eye on it for a while to see the order remains.
In-game 09:09:09Z heh wow, timestamp is oh nine oh nine oh nine, I kidd you not, didn't make that up. Anyhow. New passive sonar contact, speed 3kts, course 220, depth 38ft, noise 10.7db and distance to Reuben James 46.32nm. Decent distance. This contact came from a brand new sonobuoy, looks like many of these contacts are really close, there was one earlier with 60nm distance but often times contacts come up with a new sonobuoy drop.
In-game 09:12:58Z new contact was classified as kilo class B-227. Oh, diesel electric boat. She was snorkeling, again explains the loud noise as disel engine is running.
Five minutes later B-227 stopped snorkeling and its contact faded, although I can still follow it on 3D game world.
In-game 09:21:56Z now kilo disappeared from 3D world too, its contact icon is completely gone from tactical display.
In-game 09:38:49Z two new contacts, they both just got classified, one is kilo B-227 old friend of mine and other is foxtrot B-101, diesel boats on the move. These contacts came up as I targeted sonobuoy deployment for a specific location where I suspected these subs to be lurking.
In-game 09:39:11Z ordered SH-2F to drop MK-46 on the foxtrot first.
Minute later MK-46 hit foxtrot in starboard side behind the conning tower, propulsion was knocked out.
In-game 09:42:10Z foxtrot sunk, going down to the bottom.
In-game 09:43:57Z SH-2F dropped MK-46 torpedo on the kilo, then headed back home for rearm.
In-game 09:45:23z kilo got hit in the stern, propulsion knocked out for sure.
Thirty seconds later contact faded, but I was still connected to the 3D world view.
2024-11-05T15:39:18Z Slept only a bit over 4hrs last night and now it shows, I'm dead tired, so need to get up and stretch my legs a bit, shake myself to be more awake, alert, maybe check RSS news or something while I'm at it. Naval combat continues, I want to finish this mission as it still doesn't freeze too much.
2024-11-05T16:02:10Z Back. Launched another SH-2F sea sprite right away, sonobuoys are getting a little thin.
Also convoy is getting close to half way mark, its distance to outer edge of the mission objective area is now 51.1nm. It looks like its almost done but kind of odd that still half to go, fifty miles is quite a ways.
Task manager CPU 17%, RAM 69%, GPU utilization 94% and dedicated GPU memory 8.3/12gb.
Is it just me, or does Sea Power act less RAM/VRAM hogg today than before, hmm hmm.
2024-11-05T16:12:00Z Moved 15nm sonobuoy circle to the last position before reaching mission objective area, in fact this circle position now covers a bit over half of the objective area. Not a long way to go anymore, but of course it only takes one big salvo of cruise missiles from some monster sub to cause bad havoc in my convoy. Always stay vigilant, always deploy sonobuoys.
In-game 11:47:31Z new passive sonar contact, speed 5kts, course 254, depth 400ft, noise 12.4db and distance to Reuben James 30.06nm. This contact is on within the new circle but close to the S edge, so I guess you could say she managed to sneak quite close again.
I really need to step my game up with this longer distance sonobuoy monitoring, I don't like how these enemy subs get within 50nm of my convoy, it feels uncomfortable close. But what do I know, so far these subs have been harmless as they apparently have no targeting data from my surface ships.
Please don't misunderstand me here, I am not bored... but I do have to admit that at this point, probably what, fourth day of playing same concept with the NACV stuff, I do kind of desire something else, not necessarily "new" but just something else, for example while I do kill a lot of submarines overall, I think there is a need for surface explosions, missiles flying, gunfire, CIWS ripping up the sky etc. Maybe I need to create some surface action group engagement missions or something, I do have the persian gulf action mission but what I played it once it felt quite lackluster and took way too long time in the beginning to kick off action. Anyways, not that I'm bored but lets just say that perhaps tomorrow or later tonight I have to switch gears to some missile and gunfire perhaps even aircraft combat who knows.
Slowed convoy speed to ahead 1/3 again, as usual when submarine contact gets this close (like they always do) and launched SH-2F from Pharris.
In-game 11:49:51Z sub contact classified as soviet, either charlie 1, charlie 2 or victor 3 class.
In-game 11:54:05Z contact was classified as charlie 2, I ordered SH-2F to attack it with two MK-46 torpedos, this bird is running low on fuel so its time to drop those torpedoes before RTB.
Quick pause and restroom break before torpedoes hit
In-game 11:57:07Z MK-46 dropped and K-121 heard it right away, she started to run away and launched noisemaker.
In-game 11:58:45Z torpedo hit its target, port side between conning tower and stern, slightly in the underbelly. She still had propulsion. I made the mistake of dropping a single fish on her, ouch, OK dropping another right away.
Once helo dropped the torpedo, K-121 had no propulsion, she launched noisemaker and started to surface. Ooh that wont end well for you, honey.
In-game 12:00:46Z second MK-46 hit K-121, starboard side under the conning tower, she was still surfacing at this point.
In-game 12:01:50Z she got into periscope depth, just barely had top of her conning tower touching through the waves, then she died, crew abandoned the vessel, life rafts popped out and oil slick on the surface, then the boat started her final descent to the depths of northern atlantic ocean.
Set convoy speed back to ahead 2/3 and launched another helo from Reuben James. Hmm or wait, was that engagement just one of these subs in the group, is the other one still lurking there, hmm, man... I've lost track already, hey perhaps those previous "not bored, but..." comments were because I'm really tired, not right now after this engagement but overall in the past few hours I've been quite zoned out, but have just enough energy to keep playing. So yeah I've lost track what I've killed and whatnot heh, so maybe the escort SSN is still there as the charlie 2 SSGN definitely was the high value asset of the group. Anyways if I get a contact then it gets prosecuted.
2024-11-05T16:54:49Z Task manager CPU 16%, RAM 74%, GPU utilization 95% and dedicated GPU memory 8.6/12gb. That RAM starts to be on the dangerous levels again, hopefully I get to wrap up this mission soon before the massive freeze issue returns fully.
Overall this mission has been going good so far, its now clear that NONE of the new extra little features appeared here, soviet spy ships and TU-95RT recon planes 30,000ft in the sky. Kind of bummed out they didn't, would have been nice and interesting to deal with those. But I guess that's what you get when you give computer random number generator the chance to give you a number, it might be what you don't want. Perhaps I edit this mission tonight once this session is over and change half of the new things into 100% chance of appearance, I do want to see them spy on my convoy, gives Reuben James and Pharris missiles something to shoot at.
In-game 12:45:50Z new passive sonar contact, speed 5kts, course 295, depth 290ft, noise 5db, distance to Reuben James 16.10nm oh my, she is close, okay slowing convoy down to ahead 1/3 again and re-routing nearest sea sprite to prosecute.
This must be that charlie 1's escort, so its an SSN of some type. Launched second helo from Reuben James, I need more sonobuoys in the water, now.
In-game 12:48:58Z its classified as alfa class K-123, oh wow, a baddie.
2024-11-05T17:18:54Z Okay alarm went off for a lunch break, this will be a two parter as I need to heat up the regular oven, takes 12min so I have plenty of time to prosecute that alfa while oven is heating up.
In-game 12:51:12Z helo launched MK-46 targeting alfa K-123.
In-game 12:53:32Z MK-46 struck K-123 in the stern, propellers apparently were blown to bits as she started to surface immediately.
But then she stopped at 290ft, hmm.
And yet another moment later she is surfacing again.
In-game 12:56:25Z se got to the surface and ejected crew to life rafts, then started to sink with bubbles coming out, another dead soviet submarine courtesy of US Navy.
2024-11-05T18:03:49Z Back, feeding time is over. Okay submarine hunting continues.
In-game 13:30:12Z hmm I'm somehow getting the gut feeling that as my ships are now 24.6nm away from the objective area edge, that all enemy submarines that got created in mission start are now dead, who knows could have some of them get through my sonobuoy patrols, perhaps but generally speaking they are heading to the convoy straight up so missing it is not very likely. So now this feels like a milk run, just time compress full speed into the objective and call it a day. But who knows maybe there are some pesky lurking soviet sub out there.
In-game 14:22:47Z another helo RTB as it was bingo fuel and next one is spooling up for a mission to deploy sonobuoys.
Reuben James reached 17.9nm away from the objective edge, almost there and no sounds of enemy submarines, I really think all that got created to this mission are now dead.
Kind of bummer that those spy ships and recon planes didn't get created, they might have caused some interesting situations.
All in all, as this mission is on the last stretch, this has been 100nm journey from the start and while I don't feel exhausted I definitely feel like this mission has been almost like a "mini campaign" dunno how to describe it. Been a great sub hunting mission for sure. I am truly amazed that Sea Power runs still so good, yes there are occasional freeze but nothing that would prevent game-play, perhaps even enjoyable game-play.
Next mission though must be some brainless shoot'em up at max 10-15min duration heh, just something where a lot of missiles are flying, everything explodes and yeah you get to see some cool mayhem, no more sub hunting, my quota is all full now.
In-game 15:37:53Z just noticed that convoy was traveling again at 6kts, err why... or was this my bad that I forgot to set them back to ahead 2/3 after that last sub engagement, perhaps, as said kind of zoning out, tired a little bit, so yeah, anyways.
Okay its now in-game 16:02:54Z and I don't even care to sub hunt anymore, convoy is 7.2nm away from the objective area edge, now its matter of moments in time compression to get this mission over.
In-game 16:52:10Z first three ships are now within the objective area, this is going to be over in few moments.
2024-11-05T18:48:50Z Minimum required 4 ships reached the trigger objective area, however same thing happened as my yesterdays mission, game paused, went to x0 running speed... Umm err, yes? now what? I unpaused it and it continued, however now ESC button doesn't work, hmm. How come, I believe I tested this trigger in mission editor and it worked fine, now it doesn't, whats going on here!?
But yeah this mission got completed, now I have time stamps to show as reference data, in-game just reached 17:01:30Z so from ... hey wait, wasn't it 0500hrs when this mission started and now its 1700hrs so its full 12hrs in-game time traveling and conducting ASW operations, cool
Okay guess its time to kill "Sea Power.exe" from the task manager, shut PMC Gaming off and just chill rest of the day/evening
It was a great game-play, good ASW action hunting those soviet submarines down, but yeah now I am definitely going to switch gears to something completely different, maybe some aircraft operations, surface ship engagements, missiles, a lot of missiles, I need all your missiles flying right now hehe!
2024-11-05T18:53:21Z Okay time to kill the process and call it a night, I had a great time, cu on the next one, adios!