Sea Power

Sea Power

New Threat Upgrade
627 Comments
cent Aug 18 @ 3:00am 
:D
nuclearstonk  [author] Aug 18 @ 1:35am 
added arleigh burke thank you @cent__
nuclearstonk  [author] Aug 16 @ 8:48am 
what weapons? on what units?
what version of the game are you on?
Manuel | HammerHead Aug 16 @ 5:36am 
is it normal that some Weapons are Missing Text ?
weidner.darrell Aug 15 @ 11:58am 
I wish you had left the America NTU in place, you kind of killed my campaign I was building around her, but that is just a delay in what I am doing, hope you get her back up soon...

Also a persistent problem is that Spruance 86 type destroyers have missing test in the language file. I have to keep gong back and rebuilding that....
Scythan Aug 15 @ 11:42am 
Haha, that is exactly what I thought!

Just wanted to check and make sure I wasn't borking something!

I wanted (obviously) to put B's on Tarawas, the liveries are SICK though, let me know if I can help you out implementing that when you want to get around to it. I am on BuOrd: 'Scyth.an'
nuclearstonk  [author] Aug 15 @ 11:26am 
you cant because i was in the middle of doing something and its in a state that precludes it ever functioning properly
i'll get around to it, maybe, eventually, but its not a big priority right now
Scythan Aug 15 @ 11:23am 
Fantastic mod, as I am sure you know, core to my gaming experience! I was going through your files and saw you did add the phenomenal AV-8B mod by Bunter48 but that its in a separate folder preventing it from being used in-game, I tried to activate it and of course got a fatal crash error.

What's missing? How do I 'turn on' the AV-8B, very interested!!
nuclearstonk  [author] Aug 14 @ 5:40pm 
try engaging from higher altitude, there's only a few egress altitudes for the AI ingame
Semerkhet Aug 14 @ 3:11am 
Why does the Maverick only have a low attack Profile, planes and Helo always have to go down to 200 ft for a launch. Is that real?
strykerpsg Aug 13 @ 1:48am 
Nice info and great mod overall. Thank you for continuously updating so it works with each new build.
nuclearstonk  [author] Aug 13 @ 1:04am 
while it doesn't have DSMAC or the like, it does have man-in-the-loop guidance and a radar altimeter, so either late SLAMs rely on the altimeter (which is the same used on TLAM) or rely on operators setting altitudes for portions of the flight to avoid terrain
nuclearstonk  [author] Aug 13 @ 12:58am 
the SLAM model in NTU is SLAM P3I which has greater range and, notably, enhanced over-land flight capabilities
if SLAM were only capable of flying straight towards a target, that would mean something like sea SLAM is an impossible weapon due to its launch altitude, but obviously it can follow terrain
strykerpsg Aug 13 @ 12:01am 
You're correct. SLAM does not have TFR, SLAM-ER does. Still, a nice addition to the weapon set, either way.
a62443166 Aug 12 @ 11:48pm 
I mean SLAM cannot avoid terrain like tomahawk, it will fly directly towards the target. Now in your NTU mod SLAM behave like Tomahawk which keep a ground skimming flight pattern and avoid terrain ahead of it.
nuclearstonk  [author] Aug 12 @ 7:32pm 
it doesnt matter
@a62443166 it works just fine for me, but ill implement a change in the next update for more robust terrain contour flight
Corporate Aug 12 @ 7:09pm 
do i load this and PELT before or after anchor chain & sealifter?
a62443166 Aug 12 @ 8:36am 
I believe that AGM-84E SLAM doesn't have terrain following ability. It just flies straight towards its target.
nuclearstonk  [author] Aug 11 @ 5:58am 
it'll be replaced eventually
a62443166 Aug 10 @ 6:25pm 
But the USS America also never gets her 80s form which replace the Terrier with Sea Sparrow, yet you still add an NTU version of America.
nuclearstonk  [author] Aug 10 @ 2:36pm 
@a62443166 no, ill only add an 80s enterprise whenever the devs add the 80s model for it
nuclearstonk  [author] Aug 10 @ 2:35pm 
you should read the description because you'll find the mod you're looking for
Bleu Aug 10 @ 11:36am 
does this mod do anything for USSR,
a62443166 Aug 10 @ 4:41am 
Can you add an NTU version of Enterprise that gives her F-14B and RIM-7M?
nuclearstonk  [author] Aug 9 @ 6:46am 
the mods are meant to be played with together, as NTU/PELT balancing (to achieve accurate results) doesn't make much sense without all of the changes for both mods

there's nothing stopping you from only having one, but you'll probably have a completely unbalanced experience
Paddy_Prickly_Dickly Aug 8 @ 9:43pm 
I see Pact Increased Lethality mod is now a required mod. What exactly is it needed for? Also this is probably the best mod for sea power right now.
nuclearstonk  [author] Aug 8 @ 5:35am 
this has already been fixed for NTU
Navigator Alex Aug 8 @ 3:41am 
We launch the game with mods and see a window about incompatible mods. Yes, for now it will be like this. The developers themselves wrote about it - this does not mean that they will not work, you need to press the Ignore button.
Over time, this will be fixed.
nuclearstonk  [author] Aug 6 @ 4:51pm 
NTU should not have an error in any case and should not be disabled on that popup, it's version number is up to date
strykerpsg Aug 6 @ 4:45pm 
NTU works on the latest build.

@My Tultan, when you start up your game and it's loading, the mod manager will ask if you want to disable non compatible mods. It will also list them. If you do not disable those recommended mods, the game will not work.
nuclearstonk  [author] Aug 6 @ 4:12pm 
what does that mean? what other mods do you have?
My Tultan Aug 6 @ 3:35pm 
doesnt work
Ghost Aug 3 @ 4:50pm 
sry, one of my missions got glitched and "reset" all missile ranges to 60 nm
nuclearstonk  [author] Aug 3 @ 3:40pm 
RIM-66M has a range of 90nmi and RIM-156A has a range of ~100nmi so i have no clue what you mean by this
Ghost Aug 3 @ 2:38pm 
Question, why does the RIM-66M-5 (SM-2ER Blk 3) have the same range as the RIM-154A (SM2ER Blk 4), and why does the RIM-66M (SM-2ER Blk 3) have more range?
nuclearstonk  [author] Aug 2 @ 11:24pm 
issue with all TLAMs right now even in the base game, nothing i can do to fix this
bug the devs about it
ThornZ Aug 2 @ 11:12pm 
Sub launch TLAMs fly towards land target but then veer off at the last moment every time.
nuclearstonk  [author] Jul 31 @ 2:08pm 
that's intended, RIM-156 can only be used at 260nmi range using CEC (using another ship to guide the missile) but this isn't implemented ingame
all USN ships have a hard limit of about 100nmi when firing SARH missiles
Nihilus Jul 31 @ 6:43am 
the rim-156 should have 260nm max range, but in game, the red range circle for rim-156 is only 100nm when targeting even high attitude aircraft
nuclearstonk  [author] Jul 28 @ 6:56am 
it means nothing as that is no longer the case, but it was to counteract the effect of the relatively large 'size bonus' applied to all SAM vs missile intercepts
moonjy1120 Jul 28 @ 6:04am 
I saw in the patch notes that some pKs used to be over 1.0 — what does that mean? Does it represent resistance to defenses like jamming?
nuclearstonk  [author] Jul 26 @ 5:01pm 
hey guys... anyone uh... have any... thoughts? about the new SAM changes? they're pretty substantial and i'd like to know if anyone has any opinions on it
xXl_RelaxoO Jul 25 @ 4:23am 
Yeah I figured as much, you can refire manually at least. Im sure they will think of something eventually, the way they implemented SAHR is a bit weird anyway imo, i like the way you did it a lot more, anyways thank you for the two best mods on the game so far! :)
nuclearstonk  [author] Jul 24 @ 4:05pm 
that may be the case, i have no current way to implement midcourse guidance AND something like automatic re-targeting or automatic self destruction after target loss with the current setup, given a midcourse SARH missile cannot exist (it must be radio command only)
xXl_RelaxoO Jul 24 @ 3:19pm 
I have a quick question since I`m trying to get into modding more and understanding the coding of the game: You have given almost all moe advanced versions of the SM missiles the MidCourseCorrection via Radio Command trait - that is why the ships dont refire on incoming missiles right? because they are still guiding the old ones? thank you
Marquavius Jul 24 @ 1:49am 
thank you!
nuclearstonk  [author] Jul 23 @ 4:35pm 
no, unless you just install NTU, which then things will probably become unbalanced
Marquavius Jul 23 @ 3:13pm 
finally, will this effect missions mods like pacific strike significantly/ will it effect mod missions and game missions signifcantly?
nuclearstonk  [author] Jul 23 @ 2:10pm 
if you use both NTU and PELT, existing missions should remain within the same ballpark of difficulty
Marquavius Jul 23 @ 1:07pm 
will this change my experiance in missions especaily custom missions by a far margin, wil it make it more difficult or easy?