Sea Power

Sea Power

New Threat Upgrade
708 Comments
adam101killam Nov 4 @ 1:49pm 
Ok. Thank you.
nuclearstonk  [author] Nov 4 @ 10:15am 
DECM is a base game feature, i recommend reading the manual if it's giving you trouble, and there's no player interaction with it, it always automatically deploys against all incoming missiles

primarily the SM-2 cruisers have this, both in the base game and in NTU, but later on destroyers also receive DECM
adam101killam Nov 3 @ 6:50pm 
What ships are they mostly on and does it automatically deploy?
nuclearstonk  [author] Nov 2 @ 11:44am 
DECM is actually useful as it can fool incoming missiles, in fact SLQ-32(V)3 is an extremely potent DECM system and can reliably defeat a significant fraction of earlier missiles (base SS-N-2, base SS-N-3, AS-2, SS-N-7) and thin out incoming numbers of smarter missiles
adam101killam Nov 2 @ 11:14am 
Thank you for the answers. Is DECM worth anything?
nuclearstonk  [author] Oct 31 @ 1:18am 
adam101killam
anchorchain configs have nothing to do with this mod, and you can ignore them in anchorchain's case

many ships have jammers (DECM) but do not have OECM anymore (offensive jammer) because they werent useful and were taking up too much UI space (and werent particularly realistic to begin with)
adam101killam Oct 30 @ 10:16pm 
2 questions. Where in the load order does AC CONFIGS go? How do I find the ECM jammers on ships?
nuclearstonk  [author] Oct 27 @ 11:24pm 
@leonvsada080
it's likely that some other mod is copying old NTU code and causing issues, but i have no way to tell if i dont know exactly what conditions you were trying to use NTU with
"modern-era mods" is not enough information for me to actually do anything with, and it's not impossible that you may also have older mods that havent been updated (which can also cause issues with such a large mod like NTU)

if you want to provide more information, try DMing me on discord or head over to the BuOrd official modding server so this issue can be ironed out
leonvsada080 Oct 27 @ 7:56am 
Hi! I think I found a compatibility issue. When New Threat Upgrade is enabled, the game crashes while loading missions if other modern-era mods (like Type-055 or J-20) are active.
Disabling this mod fixes the issue — everything else loads normally. Just wanted to let you know in case it helps with future updates!
Richardguy Oct 26 @ 6:37am 
The first Spruances entering service, as with OHPs, didn't yet have CIWS or Harpoons. Some of these ships wouldn't be refitted until the early 80s. But thank you for considering it anyway.
nuclearstonk  [author] Oct 25 @ 9:52pm 
few things though: the OHP and spruances dont meaningfully exist in large enough numbers in the 70s to justify their existence, and the loadouts for them would be marginally different (shorthull OHPs are basically 1977-1982 spec and sprucans are still rocking early harpoons, although NSSM and the radars would be different)

same deal with 688, although i might make a 1978/1979 version without tomahawks which allows me to upfit the base game 688 with marginally better armament and sensors
in the mid 70s the most relevant ships would be 637s and the rest, with early Mk48 and a mix of early BQQ-5 variants (and perhaps even some older BQQ-2 installations) and the potential for weird subclass towed arrays like STASS, BQR-15/25, and the Tuba AIGS modifications
nuclearstonk  [author] Oct 25 @ 9:36pm 
great suggestions, will have a look about these
Richardguy Oct 25 @ 7:13pm 
wishlist (pls):
Brooke '68 (DASH + RIM-24C Tartar)
Galveston '68 (RIM-8G)
Spruance '75
OHP '75
California '75
Long Beach '68
Los Angeles '75
E-2A Hawkeye ('68), the current E-2B still has the C's APS-125 radar instead of the APS-96 the description says it has
P-3B/C ('68 and '75 respectively)
'68 and '75 versions of carriers and support ships that we already have (Sea Sparrows and Phalanx in 68 scenarios makes some of these ships obscenely op)
QH-50 DM (Project "Snoopy" DASH drone with cameras in place of torpedo)

Thank you to the makers of the very best mod this game has, I wish you guys luck!
nuclearstonk  [author] Oct 24 @ 11:07am 
is it this mod specifically? do you have other mods? so far i believe i've fixed all material errors like that, so its likely some other mod causing those issues
Barracuda Oct 24 @ 10:04am 
There is an issue with the mod, where it wants stuff from "Marmoset" but the game doesn't find it.
nuclearstonk  [author] Oct 22 @ 9:48pm 
i dont change any of those ships and i dont change the weapons for them, and i dont change the ammo for them, i recommend removing older mods (which could include older files that are causing problems)
224135410 Oct 22 @ 9:26pm 
usn_msc_adjutant ,usn_mso_aggressive and usn_ae_kilauea
nuclearstonk  [author] Oct 22 @ 8:18am 
@224135410
what ships did you have in that mission? its not an issue with the ammo, its an issue with a particular weapon setup on a ship

I've not seen that bug in the current NTU version, so this is some other mod that you're having issues with

@adam101killam load order doesn't matter with those mods, you can put them anywhere as they don't actually contain ini files
224135410 Oct 22 @ 4:58am 
Hi,I found that usn_cal_20mm and usn_cal_05in might have some bugs. When I start a mission in mission editor , there was a error report 'SeaPower.CIWS.setMuzzleVelocity',and after deleting usn_cal_20mm.ini and usn_cal_05in.ini in ammunition files, problem was solved. I don't know whether it's a bug or some mods were conflicting, please check it if possible. thanks.
adam101killam Oct 21 @ 9:57pm 
I have a question. can this be loaded under Anchor Chain and Sea Lifter?
nuclearstonk  [author] Oct 18 @ 7:57pm 
i can work on that, added to my list
Richardguy Oct 18 @ 7:27pm 
I would like to request some 1968/75 era support ships. Even if they're just Sacramentos/Kileaueas with older weapons, because right now we just have a lot of support ships with CIWS and or Sea Sparrow.
nuclearstonk  [author] Oct 18 @ 7:14pm 
this mod doesn't, but it doesn't conflict with any mod that only changes the base game flight decks
hmh461 Oct 18 @ 2:19pm 
Quick question for ya, does this mod allow for four aircraft to be spotted and launched from carriers? I know there is another mod out there that does this.

I noticed that you said that this mod may conflict with mods that change flight decks. Thanks in advance.
nuclearstonk  [author] Oct 14 @ 9:49am 
@chegevarko
do you have other mods installed? do you have anchorchain installed?
i've never experienced a crash with NTU or PELT, and every crash report i've received is from users running many other mods

how many other mods do you have enabled?
Ernesto Oct 14 @ 5:41am 
Mod crash the game
Valkyrie Oct 13 @ 12:42am 
Time to blot out the sun with TLAMs :winter2019coolyul:
nuclearstonk  [author] Oct 12 @ 7:27am 
easy, to add a new loadout you just need to add two things in the aircraft's ini file
1) a new Available Loadouts entry where the weapon systems start, its a big list and you can add preexisting loadout names to it
2) copy and edit an existing loadout and match it to that name

so in your case you might be looking at 'AntiShipLongrange' for the harpoon loadout, although i have no clue how the hornet is set up because its not in my mod
paul.rose5 Oct 12 @ 12:28am 
Hi all, got a question. I want to add weapon load outs to various aircraft in the game. Starting with the F/A-18C. Can you point me to a guide please, specifically i want to add 3 loadouts Anti Ship with a pair of Harpoons, 3 tanks and standard AAM's, AS Heavy with AAM's a centreline tank and 4 Harpoons and lastly precision strike with AAM's 3 tanks and 2 AGM-84E Slams. These were all documented loads for the 18C and D in USN service
nuclearstonk  [author] Oct 9 @ 11:48am 
@Super Tzefa read the description
Super Tzefa Oct 9 @ 11:42am 
pls, you can tell how many incopatible mods are? Major mods? Can you advise us about that pls
nuclearstonk  [author] Oct 9 @ 10:53am 
i studied more about the specific versions of Mk48, and it seems like mod 5 (initial ADCAP) did not receive the extended fuel tank, but did have the improved motor and new propellant
so the lineage is mod 4 (17nmi at 40kn) -> mod 5 (21nmi at 55kn) and mod 6 with the full upgrade (27nmi at 55kn)
JingleBaza Oct 9 @ 8:37am 
did the mark 48 torpedoes get a nerf? i feel like they were longer range in previous versions.
RX-86-22 Oct 8 @ 8:00am 
Thank you! I am not familiar with these. Thank you for your explanation.
nuclearstonk  [author] Oct 6 @ 9:59pm 
@RX-86-22 this is intentional, not all OHP class ships received a towed sonar array, especially in the mid 1980s, and short hull OHPs were not prioritized for towed sonar arrays
you may also notice that long hull OHPs are not operating SH-3Js but instead SH-2Fs, and this is due to flight restrictions due to the lack of RAST onboard

these are simply the real variations of the class IRL, and NTU simulates them
RX-86-22 Oct 6 @ 9:08pm 
After using MOD, the towed sonar of the original Oliver Hazard Perry and Oliver Hazard Perry (1986) cannot be used, while other models of Oliver Hazard Perry can use the towed sonar normally.
SSG Beard [506 IR] Oct 4 @ 7:11am 
It's the Royal Navy mod.
SSG Beard [506 IR] Oct 4 @ 6:45am 
Update, It's a conflict between mods. Investigating more.
SSG Beard [506 IR] Oct 4 @ 6:43am 
Can't figure why but NTU is giving me a CTD.
colonelmike2012 Sep 28 @ 10:41am 
Nevermind on that last comment. Discovered that opening the game, and THEN subscribing, eliminated the update menu stick. SO if anyone else is having that problem, that might fix it.
colonelmike2012 Sep 28 @ 10:04am 
Hey, I opened the game for the first time in a few months (had a kid) and it is giving me a specific "Getting Mod Upgrades from Steam" so I went ahead and uninstalled all 46 Mods I had downloaded, and started specifically with NTU since it needs to be near the top of the Mods to work, and it has sat on that screen for about an hour or so. It also says " Mod 1 of 1 Downloading 336489660..." Is this something I need to let sit for a while, due to the apparent update you made to the file? Or is it busted entirely? I am running this on a ROG Ally X, and am not used to PC Gaming whatsoever (PS3-5 is my gaming experience) and dont know if this is normal.
Kerry121 Sep 24 @ 3:46pm 
Thank you!!!
nuclearstonk  [author] Sep 23 @ 5:02pm 
well other mods are the purview of their authors, but the change from shipboard OECM to DECM was intentional as it didnt really improve your antimissile capabilities and allowed for an unrealistic degree of standoff jamming against aircraft

if you really want it back, just change the sensor type of SLQ-32 from 'Defensive' to 'Universal'
Kerry121 Sep 23 @ 2:23pm 
Is there a post or instructions on how to add back the Offensive ECM onto the Tico configurations? I just picked up a CGX mod and the OECM is not showing up on the weapons list. Thank you.
nuclearstonk  [author] Sep 22 @ 2:28pm 
im not sure what that means, its by far the quietest submarine out of anything else
just because it's extremely quiet doesn't make it undetectable, so going flank speed means you're definitely at risk of being detected even at long range, so be aware of your acoustics and that you *aren't* invisible
IceWalloh Sep 22 @ 9:59am 
I'm not sure if it's intentional but the LA flt3 is very very loud and gets detected relatively easily
nuclearstonk  [author] Sep 21 @ 1:18am 
updated the mod, also thanks for 40k guys
nuclearstonk  [author] Sep 19 @ 7:52am 
they should be on the 1986 B-52G, they just aren't on the base game one because the devs haven't implemented the rotary launcher
Paddy_Prickly_Dickly Sep 19 @ 3:52am 
What happened to the AGM-86 in the base game, I remember them adding it but i swear they never put it on the 52G
nuclearstonk  [author] Sep 16 @ 5:02pm 
@Eternal_consort if possible, i would also like to know if you were running other mods, especially significantly sized mods that change lots of files in the base game and add lots of units