Sea Power

Sea Power

New Threat Upgrade
551 Comments
nuclearstonk  [author] Jun 22 @ 4:39am 
enterprise was rebuilt to be basically a completely new ship in the 80s, so I won't add it until we get the post refit model ingame
General Mackerel Jun 21 @ 10:19pm 
why is enterprise still in vanilla unlike kitty hawk, america, and nimitz class?
nuclearstonk  [author] Jun 18 @ 10:28am 
not every tico had SM-6 in 2013 (or even by 2018) so only the later baseline ships have them
FelixNuts Jun 18 @ 8:41am 
if i remember correctly there are SM-6's on the 2013 Tico but now its the RIM-156. What happened to the SM-6?
ossesek Jun 16 @ 6:21am 
NTU version of Air deck operations upgrade is available. I'm sure those who are interested will find it.
General Mackerel Jun 15 @ 8:32pm 
hope we can expect the next update asap coz the game is really unplayable when there are too many missile trails
DeafhSmile Jun 14 @ 9:44pm 
thank you for keeping this updated easily my favorite mod when playing this game! :steamhappy:
Lamboman Jun 14 @ 3:49pm 
I just tested with the RIM-174A and 156A and those have their sounds working fine, but the Tartars also seem to have bugged audio.
Lamboman Jun 14 @ 2:47pm 
I'm having issues with not hearing any sound effects from the standard missiles or terriers. I hear the initial launch sound, but after that they are silent. I've disabled every mod one by one and it seems like NTU might be the culprit. A/A missiles seem fine as well as Soviet missiles.
Frenchy56 Jun 13 @ 10:26am 
Okay, good to know. It kind of looks awkward in some weather conditions with a massive smoke trail that can be seen from dozens of miles.
nuclearstonk  [author] Jun 13 @ 9:47am 
unfortunately this seriously negatively impacts performance so I'll remove it next patch
nuclearstonk  [author] Jun 13 @ 9:47am 
i did, all of the standard missiles and all of the terrier/tartar missiles have a sustainer motor that burns for 20-40 seconds
Frenchy56 Jun 13 @ 5:11am 
It's apparently not just the SM-1's but all Standard missiles (at least)
Frenchy56 Jun 13 @ 4:05am 
Did you change anything on the SM-1's? It seems that the propellant trail lingers for its entire flight.
nuclearstonk  [author] Jun 6 @ 11:26am 
NTU is just the name of the upgrade program that those ships went through, the New Threat Upgrade modernization
nuclearstonk  [author] Jun 6 @ 11:26am 
only fictional stuff is named fictional
SKIBIDI_RIZZLER123 Jun 6 @ 5:30am 
ships with NTU in name are "fictional?" for example kidd 1989-NTU its real ships or fictional refit?
nuclearstonk  [author] Jun 2 @ 11:02pm 
should be fixed
nuclearstonk  [author] Jun 2 @ 9:51pm 
@Nihilus will fix in next patch
nuclearstonk  [author] Jun 2 @ 9:51pm 
@blackjacksix not sure what issue you're having, i can engage 4 targets with no issues other than maybe having to 'cease fire' to get the aircraft to maneuver within a proper firing arc for phoenix, but all 4 missiles maintain guidance the entire flight and hit their targets just fine
blackjacksix Jun 2 @ 8:36pm 
Is it not possible to have AIM-54Cs launched against multiple targets in one salvo by shift-clicking? Tried doing it while game was in active pause and the formation ended up just all launching on the same target
Nihilus Jun 2 @ 7:31am 
I found both RUM-139C with MK54 and RUM-139B1 with MK50 are supposed to have max range around 12nm. But during testing, RUM-139C booster separates at 6nm and drops the MK54 into the water at 6nm, while RUM-139B1 flies all the way to 12 nm before separating the booster.
Valkyrie Jun 1 @ 7:10pm 
@吸血型Arcueid Brunestud, that's an conflict issue with PELT. I think because devs have updated Rogov to give it helo and MLRS this last patch. Hopefully the mod gets updated soon.
吸血型Arcueid Brunestud Jun 1 @ 9:29am 
There is an issue with the landing ship Ivan Rogov, which is missing a 122mm rocket launcher and its hangar door.
wheres.dan May 30 @ 3:34pm 
issue with the ohp flt 3 nullreferenceexception object reference not set cwis.set
K.fari May 30 @ 3:23pm 
Ok thanks, but in the mod used to be an anti ship tomahawk on tico if I remember correctly?
nuclearstonk  [author] May 30 @ 2:18pm 
2013 tico has never had anti ship tomahawks, given they were retired in the early 90's
K.fari May 30 @ 2:03pm 
I played some time later and I remember that 2013 tico used to have anti-ship tomahawks and now there are only anti-surface ones, is this a bug or is it just an update? Thanks
nuclearstonk  [author] May 30 @ 10:42am 
hopefully that fixes the problem, although in the future i do want a more permanent solution
nuclearstonk  [author] May 30 @ 10:26am 
i'll figure out some way to provide compatibility and have the new update
nuclearstonk  [author] May 30 @ 10:25am 
RSA has its sensors set up very weirdly and that causes problems with the new LANTIRN optics i added
.Special May 30 @ 10:19am 
update fixed it for me, i'm guessing this is some weird compatibility issue because for some people rsa was the problem
nuclearstonk  [author] May 30 @ 10:14am 
rolled back the mod, i dont have this error but resub and unsub to fix
ironghost68 May 30 @ 7:19am 
I replaced it with an older version waiting for a fix.
ironghost68 May 30 @ 7:17am 
In addition to the game freezing during loading, I noticed that the Ticonderoga Tomahawk missiles now deflect immediately towards the target as soon as they are ejected from the cells, perhaps they should reach a little higher, but maybe I'm wrong. Thanks anyway for your work.
.Special May 30 @ 6:54am 
same, removing ntu makes the game load as normal
波罗的海上单 May 30 @ 6:53am 
我也遇到了这个问题
I ran into this issue too
Jack0606 May 30 @ 5:16am 
55 minutes ago that is
Jack0606 May 30 @ 4:49am 
@ollix79 im having the exact same issue as of 55
ollix79 May 30 @ 3:56am 
Since Today i had a Problem with this Mod and Sea Power, every Time when i Load the game with this mod he is Stop Loading with an Error message when the game will load the AN/AAQ-14 Metadata. Error Message was: Argument out of Range Exception Index was out of Range.
nuclearstonk  [author] May 29 @ 7:09pm 
@Valkyrie thank you for figuring that out for me, the only thing that i *dont* understand is how it was working perfectly for me...????
Valkyrie May 29 @ 7:06pm 
thanks
Valkyrie May 29 @ 7:06pm 
@nuclearstonk, that didn't quite work, but it was helpful, I noticed the files in the user/ships folder had the "usn_" prefix and the files in the mod folder didn't. I renamed the files in the mod folder and it has fixed it.
nuclearstonk  [author] May 29 @ 6:55pm 
mine is located at C:\Program Files (x86)\Steam\steamapps\common\Sea Power\Sea Power_Data\StreamingAssets\user\ships
nuclearstonk  [author] May 29 @ 6:47pm 
@Valkyrie they work just fine for me, try deleting your user/ships folder
Valkyrie May 29 @ 5:29pm 
@nuclearstonk, I did some more checks on the texture issue for CVN 70 - 72, I tried a clean download of NTU and loaded with only NTU just in case it was a conflict, the Hull Number and Ship Names are still showing up as red blocks so I all out idea :(
redtangodown1 May 28 @ 6:58pm 
Ah, they load in mission editor but not encyclopedia.
nuclearstonk  [author] May 28 @ 6:40pm 
@a62443166 okay
nuclearstonk  [author] May 28 @ 6:40pm 
@redtangodown1 it doesnt work in the encyclopedia, you have to have a mission with that ship for it to function
redtangodown1 May 28 @ 5:57pm 
All sensors are the same as well