War on the Sea

War on the Sea

Aldodrem Apr 15, 2021 @ 7:29am
Historical Ordnances [mod]
This mod balances the explosive ordnances in the game to that of their historical values. Speed, Range, Damages for bombs, torpedo's, airplanes and other weapons.

What does that mean in regards to the game play and feel? Overall it means that time to kill has been slightly increased across the board in general (their are some outliers where TTK has been reduced, check the documentation for full change details).

Stats are set to their relevant details for Torp Modifications, details listed on mod page, including warheads, running speeds and running ranges. :steamthumbsup: This mods torp values have been removed as the vanilla game now includes historic values :steamthumbsup:

Bombs and other ordnances [flaK/depth charges] the damages updated based on explosive compositions weight (kg) converted to TNT equivalents.

All aircraft range values changed to match payload weight being carried in regards to their airframe (single, dual, quad engine).

More Info & Download
https://www.nexusmods.com/waronthesea/mods/1
Last edited by Aldodrem; Jun 29, 2021 @ 6:32am
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Showing 1-15 of 60 comments
76561198007484948 Apr 16, 2021 @ 11:17am 
Thanks - this is quite realistic and hopefullhy the developers will put these changes in to the attack/damage values across the board in a later patch
coderbob0101 Apr 17, 2021 @ 11:59am 
You mod torpedo data to 1943 values? The game is set in 1942. Why use 1943 versus 1942?
Aldodrem Apr 17, 2021 @ 1:46pm 
Originally posted by coderbob0101:
You mod torpedo data to 1943 values? The game is set in 1942. Why use 1943 versus 1942?
The game gives access to torpedo's that hadn't entered service until 1943 (several ships as well). In fact I think I didn't go far enough, I should've of went to 1944 mods for ALL of them as the game gives USN access to the Mark 18 which didn't even enter into service until 1944, so technically speaking I used 1944 value because of that.

All in all torpedo mods amount to relatively nothing in this game anyway, maybe a knot or 2 extra speed or a couple pounds of more explosives (real changes to those stats meant new design and thus a new torpdeo not just a mod that could be applied to existing one.).

The REAL changes torpedoes got modded for was improved guidance, detonation, or material changes (IJN infamous wooden shroud mod used for the Pearl Harbor swallow waters drops) and if air dropped the big changes of the mods were improved release speeds and heights, all stuff I don't plan on touching.

Think of them as GPUs. You can go out and buy (if you can find it in stock) a RTX 2070 but you'll see many different ones with small speed changes over each other in the memory or GPU clock, even though they are all RTX 2070 using the same chipset. It's not buying the ASUS version over the EVGA one would change much in terms of performance for you, for that you'd need a new design, enter the RTX 3070.
Aldodrem May 5, 2021 @ 9:09am 
Version 0.2 is out for game version 1.08d8 - log of values over stock game

Mark 13 Mod 5 - (-)75 dmg, (0) speed, (+)10 range
Mark 14 Mod 2 - (-)35 dmg, (+.5/0) speed, (0) range [removed influence exploder as it was contact only at this stage of the war]
Mark 15 Mod 1 - (-)153.8 dmg, (0/+.5/0) speed, (+700/0/0) range
Mark 18 Mod 1 - (+)54.9 dmg, (0) speed, (-)350 range
Mark 24 - (+)7.6 dmg, (0) speed, (0) range
Mark IX * - (+)0.2 dmg, (0) speed, (0) range
Type 91 Mod 3 - (-)7.2 dmg, (0) speed, (-)400 range
Type 93 Mod 3 - (-)175.7 dmg, change from single speed to 3 speed 37/41/49, change from single range to 3 range 40000/32000/20000 [game had speed 49 @ range 15000]
Type 95 Model 1 - (-)166.6 dmg, (0) speed, (+)4500/3500 range
Type 96 - (+)198.5 dmg, (0) speed, (+)20 range
60kg Bomb - (+)10.4 dmg
250kg Bomb - (-)166 dmg
800kg Bomb - (-)512.2 dmg
100lb Bomb - (-)19.2 dmg
250lb Bomb - (-)44.5 dmg
500lb Bomb - (-)97.3 dmg
1000lb Bomb - (-)192.2 dmg
1000lb AP Bomb - (-)77.1 dmg
2000lb Bomb - (-)402.5 dmg
HVAR - (-)281.6 dmg
Standard Depth Charge - (+)86.1 dmg
Aerial Depth Charge - (-)140.8 dmg
Launched/Thrown Depth Charge (hedgehog) - (-)26.1 dmg
historical AAA ranges for short based on Type 96 25mm autocannon (+)100m
historical AAA ranges for long based on Type 89 12.7cm naval gun (+)440m
AAA burst radius (+)6m
drum rolled depth charge lethal radius (+)6m
launched/thrown [hedgehog] depth charge lethal radius (+).25m
avenger - 'Torp' (-)2%, 'x2 1000lb AP' (-)3%, 'x2 1000lb' (-)3%, 'rocket' (-)4%, 'depth charge' (-) 4% range
b17f - 'x4 2000lb' (-)3% range
betty - 'Torp' (+)16%, '800kg' (17%), 'x4 250kg' (+)20% range
dauntless - 'bomb loadout' (+)11% range
devastator - 'Torp' (-)2%, '1000lb' (+)15%, 'x2 500lb' (+)15% range
kate - 'Torp' (-)1%, '800kg' (+)1%, 'x3 250kg' (-)2% range
val - bomb loadout (+)18% range
destroyed plane refresh time - (+) 399
Magazine explosion chance - (+)0.1
Last edited by Aldodrem; May 14, 2021 @ 9:55pm
Aldodrem May 10, 2021 @ 4:01pm 
Version 0.21 is out

Updated for game version 1.08d9
Last edited by Aldodrem; May 14, 2021 @ 9:55pm
Herr Flick May 13, 2021 @ 12:52pm 
On the endurance factor eg 0.51 0.45 1 is 1 full endurance? What is the calculation to get these?

Eg 1x800kg bomb
3x 250kg and so on
Herr Flick May 13, 2021 @ 1:11pm 
Arrrrrrr I think I get it just seen the explanation on the link

So Kate with 6x60kg = 0.04 x 360 /100= 14.4. 100-14.4 = 85.6% or 0.86
Last edited by Herr Flick; May 13, 2021 @ 1:12pm
Aldodrem May 13, 2021 @ 1:59pm 
Originally posted by HD-18thGA.C Pvt. Zippo:
Arrrrrrr I think I get it just seen the explanation on the link

So Kate with 6x60kg = 0.04 x 360 /100= 14.4. 100-14.4 = 85.6% or 0.86
That is correct & yep 1.0 would mean their is no debuff to the planes range value.
Last edited by Aldodrem; May 13, 2021 @ 2:01pm
Aldodrem May 14, 2021 @ 9:54pm 
Version 0.22 is out

Updated for game version 1.08d10h1
Last edited by Aldodrem; May 16, 2021 @ 5:40am
Herr Flick May 22, 2021 @ 3:05am 
I see their is AP bombs in the ammunition file what’s the difference between AP and normal as the AP says less damage explosively so what does the AP have over just using normal Land Bombs?
Aldodrem May 22, 2021 @ 7:26am 
AP bombs have way better penetration (because they replace some of the bombs charge with a bigger & heavier metal penetrative cap) to try to explode in the capital ships critical below deck citadel area. normal bombs be bouncing off or getting stuck in the deck armour plating, exploding above deck and mostly damaging only the superstructure area of capital ships.
Herr Flick May 22, 2021 @ 9:22am 
Thanks so it’s to try detonate magazines and critical insides
Originally posted by Aldodrem:
AP bombs have way better penetration (because they replace some of the bombs charge with a bigger & heavier metal penetrative cap) to try to explode in the capital ships critical below deck citadel area. normal bombs be bouncing off or getting stuck in the deck armour plating, exploding above deck and mostly damaging only the superstructure area of capital ships.
Aldodrem May 22, 2021 @ 1:38pm 
Yes. Rather than set on fire or damage the guns, smoke stacks etc, it's going for all those big juicy engineering compartments or if lucky one that stores the ammo.

You can try to get the best of both worlds by using the higher damage land based HE bombs and skip bombing them into the weaker armoured side plating of a ship.
Last edited by Aldodrem; May 22, 2021 @ 1:41pm
Herr Flick May 22, 2021 @ 2:12pm 
Thanks I’ve put a mod for the Kate to carry the 800kgAP like at Pearl harbour. It says they were released from 10000ft and some actually went straight through the ships into the mud underneath them!
Originally posted by Aldodrem:
Yes. Rather than set on fire or damage the guns, smoke stacks etc, it's going for all those big juicy engineering compartments or if lucky one that stores the ammo.

You can try to get the best of both worlds by using the higher damage land based HE bombs and skip bombing them into the weaker armoured side plating of a ship.
Herr Flick May 22, 2021 @ 3:26pm 
On the calculations type91 it says 513.6 damage value how do you calculate that to = 566 damage points?
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