NACV Experimental Big 2024-11-10 War Story Sea Power. Welcome to PMC website for naval warfare game: Sea Power Naval Combat in the Missile Age.
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2024-11-10T01:03:29Z New Sea Power naval combat day has started. Been beta testing Sea Power all day, writing HTML web pages and then editing missions, now I have a new huge randomized mission ready to go and I want to test it on PMC Gaming compuer with RTX 3060 12gb GPU.
This mission was lagging badly on PMC DevSurf when loading, in fact the first time I tried to start it up with all the randomization in place it took so long time in (Not Responding) mode that I gave up on it, restored it to original default boats and no random stuff and then it worked fine, now I painstakingly tested everything that it was not caused by any specific unit, which it wasnt, so now all the randomization is back and and while I assume it doesn't load in PMC Gaming either, I am still wanting to give it a try because this would be awesome sub hunting mission if it would work, there are 31 (thirty one) soviet submarines between players two warships and the objective area
2024-11-10T01:09:22Z Okay launching PMC NACV Experimental Big 2024-11-09 mission, hold on to your butts!
2024-11-10T01:10:26Z It loaded, in less than a minute, well OK just about a minute, this is very surprising, maybe its the VRAM thing that PMC DevSurf nvidia GTX 1060 3gb card is just way WAY underpowered to run this game with all soviet submarines feature with all the models and textures loaded. Who knows maybe none of that matters before the units comes into view or at least in some LOD distance of a camera viewport, but definitely PMC DevSurf was chocking loading this mission and it couldn't, it took so long time I lost patience of waiting, RTX 3060 12gb loads it in 60sec. Cool, now I'm going to enjoy ASW operations for rest of the night, which btw I have no clue is how many hours, I have no schedule but I'm already well past my days third meal so bed time is coming soon, but I'll play as long as situation warrants it.
Okay here I go
In-game 1985-06-26T10:00:07Z, welcome to the north atlantic ocean.
Oh wow, as the mission started there was immediately Okean M contact through ESM and *VISUAL*, that ship was only 5.5nm away from my closest ship in the convoy, random spawn points really put this guy into a bad place. Not only that but I got ESM contact on enemy aircrafts on NE, W and S-SE, unfortunately I know these are TU-95RT reconnaissance birds, which in my assumption will forward surface contact into tho the submarines. These planes are still far away, S one is 88nm, W is 143nm and NE is 154nm away. Although I think that S one might already catch me on the surface search radar, but not sure if the plane needs visual contact or can the AI somehow vector subs to my location just by unknown radar contact.
I ordered Reuben James to fire SM-1MR standard SAM/ASuW missile at the okean M, it was targeting it, but then didn't launch, not sure why.
In-game 10:02:28Z bulldog away! Missile fired once SH-2F Seasprite helicopter took off, cool! I ordered two of them initially so another one goes off in a moment once ships missile launcher is reloaded.
Scored two hits, obviously, unarmed target so close by. The okean M was on fire and has to be in big trouble, I wont waste another missile before I see how the crew handles all those fires and damage onboard.
Pharris has 127mm gun with 640 rounds of ammunition and she is in range with the okean M, so I ordered her to attack with that weapon system, this is going to be cool.
In-game 10:06:22Z okean M got blown to bits, she is sinking, whats left of her
In-game 10:09:25Z life rafts popped out, she is now sinking, crew is saving themselves.
In-game 10:12:15Z okean M slipped under the surface and started her long descent to the bottom of the north atlantic ocean at over 23,000ft depth.
Some moments later spotted new unknown contact which actually got reported already few in-game minutes ago, its another soviet spy ship, surface contact. Hmph. Its really unfortunate that this many random starting location units are so close at my units in mission start, I have to say it doesn't feel quite random, almost like they have bias towards south or just players units, not sure but this is not feeling like true random 200nm radius placement, no way man.
TU-95RT recon bird was getting uncomfortable close to my convoy, at in-game 10:23:32Z it was only 26.42nm away from Reuben James. Its an unarmed aircraft so no worry in that sense, but if that bird gives my convoys radar contact info to Oscar SSGN nearby or hell even within 300nm of this location... I am toast
Immediately when TU-95RT was in range of Reuben James SM-1MR I gave the order to fire. One missile. Unfortunately this was a miss, okay ordering second missile to be fired.
In-game 10:32:26Z new sonar contact, hostile torpedo! ARGH!
Whoah where did this thing come from, ugh!?
These were 65-76 wake homing torpedoes, I spotted three from the 3D world view not sure if that was cheating or not to use that view, anyways these torpedoes are coming from S-SE direction at only 2.69nm away from my trailing cargo ship and 3.76nm away from Pharris. Oh my, is this the first time these soviet bastards kill one of my ships.
Well if it is then its purely my own fault for making so ridiculous random starting placement for these subs, spy ships and recon plans that no wonder its a turkey shoot as convoy just falls into their lap right at the mission start. This feels now just like those 15min brainless shoot'em up missions where player has no saying in the matter when he clicks play as missiles etc are already heading toward his units, dunno if I should have somehow spotted the sub who fired these toredoes, I mean kind of yes, this mission has been running 32 in-game minutes so that is plenty of time to throw sonobuoy to detect this sub. But guess not, below is my current sonobuoy deployment, I didn't send right away helo directly to S so guess this mission start was extremely unlucky for me and lucky for the AI sub.
*SCREENSHOT PMCTODO
Oh well, as said, these large I believe 15-200nm random starting locations for ... was it recon planes and ships, but hmm I cant remember how much I set the submarine radius, anyways whatever it is, its too long for the closest units because they started right within firing range of my convoy, totally unacceptable mission design (it was not a design, its a bug). But anyways, interesting to see how this turns out, most likely one of my ships gets hit the only question is will it sink and if not whats the damage...
I ordered Pharris to fire two RUR-5 ASROC rocket carried MK-46 torpedoes just in front of the incoming soviet torpedoes, hopefully mine would catch the one whoever shot at me. Oh and I'll launch another helo for emergency sonobuoy drop, although that will be merely a revenge because once that bird reaches the scene, most likely my ship has already sunk or sailed away, but yeah at least I have my revenge.
In-game 10:33:04Z two RUR-5 rocket torpedoes fired, get some!
In-game 10:38:35 SH-2F dropped AN/SSQ-53 sonobuoy in the vicinity of the incoming torpedo path, unfortunately that buoy only heard noises from more torpedoes incoming further out, argh, this is bad, this is very bad
I was so excited had to take a restroom break so I wont soil myself!
In-game 10:41:06Z one of the wake homing torpedoes turned course a little bit to port side, this was as it was passing through the MV Eastern Spirit tankers path, I would not call it a wake but perhaps it was. Torpedoes are missing this and well all my ships it looks like, but I cant be sure until this "engagement" is over, this is super scary, I'm at the edge of my seat here (pausing to write this war story of course).
I spoke too soon, at in-game 10:41:37Z both of the torpedeos (within my convoy) turned around, it looked at first that they go into circle search pattern but they turned into course 45. Hmm depending how long range these fish has, they could reach SS Oriental Exporter, maybe. I highly doubt they could reach Reuben James but man they are relatively speaking so close that whoah dude!
I cannot describe in words how scary / exciting this is, man I love Sea Power SO much!
Crap, torpedoes turned around back to 315 and then 45 course again, so yeah this is definitely some kind of a search pattern or perhaps they are picking up MV Eastern Spirit's wake now time to time, dunno.
In-game goodness gracious closest torpedo is only 0.66nm away from MV Eastern Spirit, geez I didn't even realize from the tactical display view, I mean that range... I think she's gonna get hit
In-game 10:43:09Z Boom! ... Boom! both of these torpedoes blew up, they ran out out of fuel so close to MV Eastern Spirit they almost could touch her!
*SCREENSHOT PMCTODO
Oh man! I am the luckiest dude in this convoy (am I in this convoy or some commander guy in office somewhere, haha I don't know)
But I'm not out of the woods yet, there are still total of four 65-76 wake homing torpedoes heading at my convoy direction.
In-game 10:44:49Z SH-2F reached next sonobuoy drop point and that buoy confirmed one more torpedo heading my way which was just confirmation of the fourth one, now they are all in the tactical display while earlier I just saw them in 3D world. But still no submarine contact, going to drop more sonobuoys.
Hmm I should probably have better tactical understanding of the situation like 65-76 torpedo, what is its range, how far can it have been launched, I could set a range circle that I would not go looking for somewhere the sub cant be. My best guess now is to drop a few buoys along this about 135 or so degree heading from the convoy hoping to get a contact.
2024-11-10T02:48:06Z Alarm went off in the phone, been awake 17hrs hours. Well I don't feel tired at all, I'm just really excited about this torpedo defense engagement so obviously I'm going to continue playing.
In-game 10:47:21Z jackpot! New passive sonar contact from just dropped AN/SSQ-53 sonobuoy, distance to the buoy only 1.41nm. Contact is unknown submarine, speed 5kts, course 023, depth 325ft and its incredibly noisy at 15.8db or well at least I consider that to be quite noisy at that depth, sure I've seen ones with over 30db noise levels but usually slow creeping subs are some single digit about 5db noise levels. But who cares, I got you now you son of a bitch, the hunt is on!
Man I feel so lucky to have found this sub, I kind of had the feeling that this is futile attempt but whoah it definitely was not.
In-game 10:49:26Z nearest torpedo pair to my convoy is now on the snake pattern (heh), steering port and starboard trying to find something to target, SS President Harrison is dangerously close, so is Pharris but the torpedoes passed her already, so unless they turn back at least 90degrees or more, then Pharris will be OK.
In the mean time sonar contact in SE side of the convoy got classified as either alfa, victor 1 or victor 2, that bastage is an SSN boat, scary opponent for merchant ships.
In-game 10:50:48Z Nooooo! 65-76 wake homing torpedo locked into SS President Harrison! Nooo!
In-game 10:50:59Z Boom! SS President Harrison was hit in the rudder, oh no!
After I unpaused the game, it was the most fucking saddest sound I can imagine when SS President Harris engines wind down and she had her ass slumped into the water, oh man that was... so bad sight to see
She had moderate hull damage and flooding, damage control teams were working on fooding at the stern compartment I believe, however what I understood is that black marked items on the damage control panel are dead systems, so her engine, rudder, propusion is out and four different cargo hold things. Oh man, I think she is going to sink or if not, well we are in the north atlantic and her propulsion is out so all we can do is save the crew and scuttle the ship, its dead in the water
In-game 10:51:59Z things are moving fast, her stern is already underwater and flooding is listed as heavy (red) and the two comparment flooding damage reports are orange/tan color, yeah she is a goner, I'm expecting report of abandong ship and life rafts come out any moment now, man this is something else, this sucks so bad
In-game 10:52:28Z flooding beyond control, abandoning ship call came out while life rafts were deployed by SS President Harrison, FUCK NO!
Rest in peace SS President Harrison
Fuck it, now its payback time!
Time to go hunt down an kill that soviet commie scum who sank SS President Harrison!
And she has been classified as victor 2 class K-387. Okay you motherfucker, you are already dead, you just don't know it yet...
In-game 10:58:51Z two MK-46s splashed down on the water and moment after K-387 launched noisemakers, started to run and dive.
In-game 11:00:05Z okean spy ship was classified as hostile so I ordered salvo of 2 SM-1MR missiles to be fired from Reuben James, missiles away! Bulldog!
In-game 11:01:03Z two SM-1MR missiles hit the unknown hostile contact NW from Reuben James, she is now burning with big pillowing smoke plume coming out of her, she is not going anywhere or spy no more.
During this time, I didn't even get a radio message, apparently K-387 got hit as its contact faded in all the noisemaker noise and explosions, as I found her in 3D world she had a gaping hole in port side between conning tower and stern. GOOD.
Her propulsion was knocked out and she was surfacing really slowly.
In-game 11:02:40Z victor 2 K-387 lost the battle, she is sinking with bubbles coming out of her. Goodbye soviet commie scum!
Man I'm still feeling like shit about the loss of SS President Harrison, she was a good merchant cargo ship. I cant even take any joy from sinking that K-387. No smiley here.
In-game 11:02:52Z but mere seconds later (dunno why I even bother in-game time stamping this so close) I spotted victor 1 K-147 contact 21.86nm from Reuben James, oh man this place is crawling with soviet commie scum submarines
I immediately ordered convoy to ahead 1/3 speed to reduce noise, although with all the spy ships and TU-95RTs around this area I cannot imagine K-147 not knowing my position already. I vectored nearest MK-46 equipped SH-2F to her location.
Victor 1 only has range of about 10nm on her torpedoes, so she is no threat to my convoy yet, this will be an easy kill. But still I do wonder how she got through my sonobuoy pattern, hmm yeah it was not a full circle, just N, E, S and W corners, but still, hmm.
Once SH-2F got closer I ordered it to drop two MK-46 torpedoes on K-147.
In-game 11:07:52Z two torpedoes hit the water, run victor run.
In-game 11:09:01Z K-147 was hit port side, between conning tower and stern, upper back so to speak, propulsion was knocked out.
In-game 11:10:25Z K-147 started to surface with those whoosing sounds coming from inside.
She was just about to reach the surface... when my second MK-46 impacted her in the stern, boom! Huge white splash on the surface.
In-game 11:11:50Z life rafts popped out with an oil slick, victor 1 K-147 is sinking, crew managed to escape to the surface, those lucky bastards.
One SH-2F Seasprite landed on Reuben James and then launched it back up right away, this was a very quick pitstop for this bird. I need a helo with sonobuoys on the northern circle to monitor existing and dropping new buoys. I will not speed up my convoy before that area is filled with sonobuoys.
Actually I directed this new helo to go deploy sonobuoy on this southern circle as its W side is wide open, no buoys.
Hmm there was an odd noisemaker sound somewhere in NE area of the N most circle, hmm cant remember hearing those kind of contact noises from sonobuoys other than when I'm attacking some poor soviet sub, wonder why some sub would have launched noisemaker there, my last torpedo attack while it was in that circle it was still many nautical miles away. Maybe the sub skipper was a bit jumpy.
I don't usually screenshot such contact things but there was now another noisemaker and unless the N most circles one moved, there was yet another in NW side of it, hmm very odd.
*SCREENSHOT around 2024-11-10T04:07:49Z PMCTODO
SH-2F got visual surface contact E side of N most circle, hmm another okean spy ship, huh. I created ruler for it for currently shown course, will investigate it when next free helo is nearby.
This is quite interesting convoy escort job with only two ships with helos totaling to 3, its just enough to keep soviet subs at arms length but not much more capability wise. Would be so cool to have P-3C Orion overhead from UK landbase or something, but nah no such luck, its just my two lone ships out here in the north atlantic ocean.
In-game 11:45:23Z helo dropped sonobuoy NE region of N most circle and immediately got a sonar contact, speed 5kts, course 198, depth 230ft and distance to Reuben James 34.81nm, so quite ways away, beyond torpedo range but question is; are those TU-95RT loitering within radar contact feeding intel to this enemy sub, hmm
In-game 11:48:05Z this contact was classified as soviet submarine, either alfa, victor 1 or victor 2. Another nuke boat.
Ten minutes later this contact was classified as victor 1 K-438.
In-game 11:59:28Z SH-2F dropped MK-46 into K-438, splash!
Minute later MK-46 struck K-438 port side, just after the conning tower, propulsion was knocked out. Moments after that she was surfacing. But then stopped at 230ft depth. And then again continued to surface now with much faster rate it felt like.
In-game 12:02:27Z K-438 reached surface, conning tower breached the waves, guess her crew survived, I'm expecting to see life rafts any moment now...
But moment later she started to dive/sink, she was still alive at this point. And then she stopped at 230ft depth, this again felt quite mechanical like some routine is doing the exact same script through on every other sub sinking, hit, stop, surface, stop, reach surface, dive, stop ... hmm dunno.
At the same time SH-2F has identified unknown surface contact as trawler, however I know its a soviet okean spy ship, that is the side it was set in mission editor, not sure why game recognizes it as civilian/neutral vessel, this happened before with the other okean before it was finally classified as hostile. Guess I could just designate it myself, but I'll play along with the game of what I see.
Then it was just waiting game, K-438 did not do anything, it was holding depth at 230ft at 0kts as propulsion was still out, didn't hear any explosion or whooshing sounds inside it either. Had to start time accelerating just a bit maybe x3 speed to pass the time.
But nothing, so left game running in real time and took a restroom break. Came back and nothing, K-483 is still hovering at 230ft depth, wont sink, wont get propellers running. Okay time to take action, going to drop another torpedo on her.
In-game 12:20:55Z oh hey K-438 got her propulsion back online, speed 5kts, shes turning port with same depth 230ft.
In-game 12:23:29Z torpedo in the water, MK-46 dropped into K-438. But for some odd reason the torpedo missed, just shot right past the victor, then came around.
Very odd, the sub didn't do even any counter measures until after torpedo had passed. Also K-438 was limited to 8kts speed, so she is as good as dead...
In-game 12:24:45Z MK-46 hit K-438 in the stern quite odd place right before the stern plane things, kind of like how could it have impacted there without first hitting the dive plane thing, but oh well maybe it was just contact detonation or something and damage was caused by the pressure under water, anyways she is now sinking, bye bye another soviet.
In-game 12:26:26Z helo dropped sonobuoy on N most circles E edge and immediately got contact inside the circle, wow these pesky soviets are really sneaking into my defensive lines now, I think Sea Power devs changed something regarding ASW as these subs get much much closer now, previously they hardly got into the circle and now seems like that is the only place I get contacts.
In-game 12:32:30Z contact was classified as charlie 1 K-121. Oh charlie 1's carry SS-N-7 Starbright missile with 39nm range, okay better kill this one fast.
In-game 12:35:04Z MK-46 in the water, K-121 launched noisemaker and is running and diving now.
Moments later MK-46 stuck K-121 port side between conning tower and stern, propulsion knocked out, almost copy-paste alike line here again, how come these engagements are so similar many times, not that I'm getting bored yet for ASW operations, but yeah I must say I've seen quite many of these engagements by now. Heck I already wrote in some previous days war story that I need to get some missile and gunfire surface action or aircrafts etc missions done to give me some change for this constant days lasting ASW stuff
In-game 12:38:25Z she is done, reached surface, ejected life rafts to crew to survive, then started to sink, goodbye.
Ordered convoy back to ahead 2/3 speed and launched helo from Reuben James, I need more sonobuoys in the water.
2024-11-10T05:44:54Z Yawn came out, man it feels like a life time ago when that been awake 17hrs alarm went off, really odd that I don't feel more tired yet, well until now. Kind of starting to feel zoned out, guess this gaming session has ran its course.
Sea Power has now a very early savegame feature. The version I'm running btw is Stable #73, Martin of Triassic Games asked beta testers to switch into stable branch as early access release is just around the corner. Was thinking of saving the game, restarting Sea Power and trying to load to see what happens, I mean this gaming session is just about over, I have no energy left to continue and besides, been there done that and have screenshots to prove it, I've played this NACV type mission set through many times now. It truly is good to have Farming Simulator 25 to release on nov 11th 2300hrs and then I'll switch over to play that, immerse myself into farming world for next few weeks I hope. Man, I cant wait, I wish it was tomorrow already (as I'm now so tired). I need a change of pace here, been great run on Sea Power but now I need a little bit of farming, in fact its been so many weeks since I played FS19 or FS22 last time that its about time to get back into farming.
Anyways.
2024-11-10T05:51:10Z Okay time to save the game, restart and then try what loads up, then call it a night. Nites.