Sea Power

Sea Power

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Pact Enhanced LethaliTy
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Timeframe and Location: 1970s, 1980s, 1990s, Historical, Fictional
Mod Type: Overhaul, Realism
Object Type: Weapons, Sensors
Alignment: Warsaw Pact
File Size
Posted
Updated
4.942 MB
Dec 13, 2024 @ 10:34pm
May 22 @ 3:50am
9 Change Notes ( view )

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Pact Enhanced LethaliTy

Description
IMPORTANT: LOAD PELT AT THE TOP OF YOUR MOD LIST!
(unless you intend to over-write PELT's extensive changes to base-game systems and units, which then load it near the top)
[you can load this before or after NTU, it doesnt really matter]


Pact Enhanced LethaliTy
PELT is an enhancement and expansion mod for of all of the eastern 'red side' nations equipment ingame. Ships, aircraft, and mostly weapons, are all touched and upgraded to a higher standard, and given the love they deserve.

If you want a later timeframe, with later ships, with later systems, PELT adds all sorts of mid-late 80's equipment that actually existed at the time, and some more hypothetical odds and ends that would have/may have entered service had the USSR not collapsed. PELT also performs an extremely comprehensive rework of all of the missiles, many torpedoes and other weapons, and many sensors, to a coherent standard similar to NTU's reworks. PELT also has this same standard applied to all of the earlier systems, although there are currently less ship loadouts from the 60's than there are from the 80's and 90's.


Compatibility with other mods:
This mod has an optional addon to re-add the NATO reporting names for all equipment, located right here!
This mod is recommended to be played with the NATO side rework mod NTU, located right here!
both mods are balanced against each other and should result a somewhat accurately expected result, from historical reports and contemporary simulators.

I will not maintain active compatibility for other mods, given that I would need to cater to dozens or hundreds of mods and their authors at all times, so PELT either will or will not be compatible with certain mods and I won't take exhaustive measures to rectify compatibility outside extreme circumstances.

Content List:
PELT modifies a huge number of systems and files for the Pact nations, so not every change or addition can be listed here. That being said, here are some of the highlights:
  • domestic accurate designations for all equipment (other than ships, given Pr numbers are less catchy than NATO names)
  • extended time period versions of many ships, that got better equipment near the end of the cold war
  • kirov sub-variant specialization with historical loadouts + additional 'ideal' variants representing the whole class
  • new balancing for all SAMs and ASMs and guns and radars, generally improving performance while also addressing the limitations of each system
  • AAMs reworked completely with pseudo-realistic kinematics
  • new weapons across the board, many not currently used but to serve as a repository for other mods
  • expanded capabilities for certain weapons, such as offensive jamming for Granit and Bazalt
  • enhanced submarine armaments with RPK-7 Veter and improved 65-76
  • lower radar minimum floors for most radars, to be more accurate to their actual performance
  • new aircraft deployed weapons such as Kh-35 and Kh-59M and Kh-15S
  • new variants of many missiles, including but not limited to Volna, Shtorm, Fort, and Uragan systems




    Q&A (and known problems)
    Q: How do i use this mod?
    A: It's a rebalance of existing systems, so those changes will be present in all existing missions, but also adds new units. New units have to be added to missions either by opening/creating them in the mission editor and replacing/adding the units, or by opening the mission files themselves in a text editor and replacing vessel names with the ship of your choice.
    Q: Another mod says this mod is a dependency, what do i do?
    A: Simply subscribe to this mod, and enable it in the mod menu ingame.


    Q: This mod is OP! How will NATO ever recover from this?
    Q: NTU is OP! This mod isnt powerful enough to cope with it!
    A: please make sure you remain aware of both the actual realities of late cold war naval procurement, and also


    Q: Why wont Kortik CIWS properly engage with both missiles and guns sometimes?
    A: The fire prioritization for missiles is using the highest capability weapon against a given target, until it runs out. This leads to awkward situations where long range missiles are being used where shorter range ones would be more effective, and there is nothing I can do to fix this other than beg the developers to add a ROE panel and give weapon priorities for each individual missile type.
    known issues:
    • no systems specialization for udaloy, sovremenny, slava
    • placeholder lots of stuff, mod just got reworked so is to be expected



    Credits:
    a huge shoutout to @valoda_ for helping with research, and helping test all the various parts of this mod!

    please leave feedback/concerns in the comments, or contact me on the official sea power modding discord (@nuclearstonk) located right here![discord.gg]


    enjoy! ^^
99 Comments
nuclearstonk  [author] May 22 @ 6:13pm 
nvm i remembered the 85 sovremenny is the actual class that existed in 1985, so only a handful of ships at the time
nuclearstonk  [author] May 22 @ 10:31am 
there's a 1985 sovremenny? i know the 1985 udaloy is an udaloy with no SAM armament (as kinzhal wasn't ready until 1989)
probably just a weapon loadout change in that case
bongokat May 22 @ 10:10am 
What's the difference between sovremenny (1985) and the normal sovremennyy
bongokat May 22 @ 9:57am 
finally! been waiting for this update:steamthumbsup:
nuclearstonk  [author] May 22 @ 4:37am 
new update is out, should fix a lot of problems (and probably add a lot more!)
otherwise, adds new ships (check out the new krivak, excellent ASW ship) and new weapons
nuclearstonk  [author] May 14 @ 2:00pm 
perhaps this is an issue with the current steam version, i hope to get my greatly significantly updated (but unfinished) build out as soon as i can, hopefully this week/weekend
on my game the top plate series of radars is very good at detecting sea skimming missiles
Arin May 14 @ 1:35pm 
I have some, but not a lot. So I tested a little bit more, so looks like everything is fine, sorry. I was confused by low-flying missiles such as Harpoons, because its impossible to detect them, before I will see them visualy. I think it actually should be like this, but I expected, that at least Project 1144 missile cruisers, especially after the modernization of the 1990s could detect low-flying missles by radars. Maybe I'm wrong, so Im just asking. Sorry one more time for disturbing:)
nuclearstonk  [author] May 14 @ 9:58am 
how many mods do you have? I haven't experienced behavior like this, even if your radars cant detect incoming targets they should show up on ESM
Arin May 14 @ 5:47am 
Hi! Am I only one having proplems with detecting surface and air targets on all vessels from this mod? Like I cant detect incoming missles, and I can oly see them, when theyre already in visual contact. Same with other enemy/neutral vessels and aircrafts. The mod is awesome itself, but idk what is the trouble with the radars. Maybe Im just missing something, so please explain what exactly. Thanks in advance.
nuclearstonk  [author] May 11 @ 12:53pm 
vodopad/veter cannot be implemented currently for surface ships, but yeah they should get better torpedoes