Sea Power

Sea Power

Pact Enhanced LethaliTy
224 Comments
nuclearstonk  [author] 19 hours ago 
on the current stable version (non beta) having too many units in mods will instantly crash your game
either go on the beta, remove large mods (ToE or RSA are infamous culprits in terms of size) or wait until the beta update goes to the main branch
Knish 23 hours ago 
My game crashes with the mod enabled. The logs are no real help. Anyone having similar issues?
nuclearstonk  [author] Nov 20 @ 5:02am 
that's intentional, if you look up those ships many of the earlier ones don't have their full FCR/SAM fit, and some don't have any SAMs at all
CBRattler13 Nov 19 @ 9:53pm 
On the earlier Udaloy's, both 85 and 89, have part of a sensor invisible. Where the later ones have directors.
nuclearstonk  [author] Nov 18 @ 9:24am 
the reason for this is because of the new custom models, the work it would require to selectively downgrade my mod so it half worked on both beta and main would be too much to justify versus waiting a few days
nuclearstonk  [author] Nov 18 @ 9:23am 
PELT is ready to go but I can't update until the main branch updates, if you're desperate for carriers to work go see in the BuOrd discord server in #sp-mods-progress
RedHell Nov 18 @ 4:14am 
Any news on the status of the mod update to the new build? Thanks
nuclearstonk  [author] Nov 17 @ 9:42am 
@CBRattler13 if you're looking in the encyclopedia, it doesn't work when it comes to ship variants
CBRattler13 Nov 16 @ 3:27pm 
The Udaloy's don't have unique models for each class mate anymore, is this a bug?
nuclearstonk  [author] Nov 16 @ 5:29am 
this mod doesn't change any of the base game mission compositions, that specific mission just has a random chance to have a submarine or not
The Baxterman Nov 15 @ 9:56am 
I haven't even really tried your mod yet, but I opened up All you Guam Belongs To Us, and immediately noticed the sub that usually starts in the middle of the enemy task force is gone and thank you for that, that always felt so stupid, really excited to see this mod just based on that :D
nuclearstonk  [author] Nov 14 @ 10:08am 
fixed on my build but im not sure when to update, some of the new airwing stuff isnt backwards compatible
RedHell Nov 14 @ 9:53am 
It looks like the CV´s can´t launch or prep more than 1 plane at a time. Any chance to fix it? Thanks
bg0504 Oct 31 @ 10:13am 
Thx for such a quick response. I was asking you this because back in September you mentioned that you'll try to "get confirmation about it". That's all.
nuclearstonk  [author] Oct 31 @ 8:26am 
why are you asking me this? it'll come eventually, but probably only when model support comes
bg0504 Oct 31 @ 7:25am 
So, did you get confirmation from the devs about the Kresta 1 ciws superstructure?
SKIBIDI_RIZZLER123 Oct 18 @ 3:05pm 
I just saw the way you've made kh59M and kab-L bombs is absolute gold.
Guyfromtheinternet Oct 15 @ 7:10pm 
Gotcha
nuclearstonk  [author] Oct 15 @ 6:33pm 
if you want to argue about something ingame, then tell me specifically what the issue is so i can look into it
Guyfromtheinternet Oct 15 @ 6:16pm 
So the main takeaway is that if we want to argue about something in the game we should test it ingame/datamine and then we can talk about sources.
nuclearstonk  [author] Oct 15 @ 6:12pm 
i would say it's a bit ridiculous for me to have to justify every single line of code i've written for a mod for a videogame, if you guys find something reputable that disagrees with my mod then share it with me, otherwise im not going to compile everything i know into a document for you guys to pore over

so unless you have sources of your own i'm going to assume everything that i think is correct in my mod, is actually correct to the most reasonable degree, until proven otherwise
Guyfromtheinternet Oct 15 @ 6:07pm 
Id argue that giving sources (even if theyre in a text dump) is helpful as there is alot of variance even within soviet sources (e.g. technical specifications vs practical tests or even prototypes vs operational performance atleast within my own research of soviet aircraft and books written for the public having alot of exaggerations, military primary sources are much more reliable) . It would also be great if we can check if the sources are primary or not or if you guys misinterpreted some of the data. Still great mod though, it seems you guys did your research and stuck with reliable (mostly primary) sources.
nuclearstonk  [author] Oct 15 @ 10:48am 
its to deter people who ask for what sources i used for the mod as a whole, who don't realize that soviet sources exist and all data is export or from testimony/russian data

much of the data collected for the mod is from online sources that are readily available, very little is from western books on the topic, and a significant portion of the research comes from russian books and manuals, alongside first/secondhand accounts and reasonable extrapolation in the absence of data

furthermore, I'm not the only person who's done research on this, so the mods data (especially subsurface) is carried on the back of valoda's exceptional work

this doesn't actually deter people from using gathered information to contest my data, i appreciate it when someone corrects me, but usually it ends up being someone doubtful soviet equipment actually worked and the USSR apparently lied about everything on documents they never released
Guyfromtheinternet Oct 15 @ 3:45am 
For the section on sources in the mod description, can I ask what you mean by that? I interpreted it as citing sources are not needed for clarity. I personally believe you should as it allows people to correct you, though but that's just my opinion.
nuclearstonk  [author] Oct 12 @ 11:03am 
i also intend to rework all guns whenever ivan reworks gunnery as most guns cannot even get 25% of their rounds without the proximity fuze distance at most ranges
nuclearstonk  [author] Oct 12 @ 10:57am 
ive done plenty of tests, and most engagements ship guns do not shoot down any missiles without excess preparation time, and manage a kill every other engagement

it's random chance, so perhaps you are simply getting lucky/unlucky
nuclearstonk  [author] Oct 12 @ 10:56am 
many incoming weapons were recently intercepted in the recent red sea campaign, and there are dozens of recorded tests where 3-5 inch ship guns have downed incoming sea skimming missiles, target drones, and aircraft with relatively small fire salvo amounts

there's even official USN documents to congress to show ammunition expenditure and drone usage, and gun performance in the cold war in exercises can be extrapolates based on expenditure, and hit rates overall are above 5%
there are also papers highlighting some of the advantages and limitations of main guns in air defense, they aren't completely hopeless in the role and are generally underestimated in most representations
dunclaw Oct 12 @ 8:39am 
In practice, with these settings it was destroying about 20% of an incoming missile swarm (almost as much as the SAM defense net) which seems totally implausible. 1% seems more realistic. In general guns in AA mode seem way too effective even in the base game. Manufacturer ratings and actual practice are very different. In numerous engagements, I don't know of any documented case of 100mm+ guns actually intercepting an incoming missile.
nuclearstonk  [author] Oct 11 @ 10:27am 
remember that its 10% for every round it can actually get in the fuze range, so actual kill chance per shot is significantly lower
AK-176 is rated to kill a missile target in 25 shots, and AK-130 is of a significantly larger caliber, iirc armat only requires 10 rounds to kill a missile on average

also, this is only a 10x increase from stock because it clamps to the nearest percent, meaning all base game guns have a 1% chance to hit
dunclaw Oct 11 @ 9:37am 
Gun hit percentages seem way out of line with reality in this mod. Take the 130mm: It's set to a 10% hit probability against missiles which is a 2000% increase over stock game and seems totally implausible. Even with radar guidance and proximity fused shells, this is an artillery round, not a CWIS
KirbyMirror2 Oct 9 @ 6:20pm 
It showed the Late loadout in the same line as Default right before I made that comment
nuclearstonk  [author] Oct 9 @ 2:21am 
it should definitely be fixed now though
nuclearstonk  [author] Oct 8 @ 8:12pm 
uh, how? i havent updated the mod yet?
KirbyMirror2 Oct 8 @ 7:24pm 
The Late loadout is now in the proper place
nuclearstonk  [author] Oct 7 @ 4:45pm 
there actually is a late loadout, there's just an accidental duplicate loadouts section higher up in the file than it should be
fixed, will be in the next patch, thank you!
KirbyMirror2 Oct 7 @ 4:42pm 
@nuclearstonk Second Slava in wp_rkr_slava_variants.ini has a nonexistent loadout "Late." There's only Default and Top_Plate in wp_rkr_slava.ini right now.
nuclearstonk  [author] Oct 6 @ 10:19pm 
my bad, will fix
安格玛污王 Oct 6 @ 10:16pm 
Great job!
Found one small bug:
Kara_89 Kerch-loadout aft SA-N-3 launcher is not functional.
Delete "Default" from "WeaponSystem2Default".
cent Oct 6 @ 3:21pm 
None.

Steregushchiy-class
Gremyashchiy-class
Admiral Gorshkov class

are the ships that have Redut
SKIBIDI_RIZZLER123 Oct 6 @ 1:45pm 
what ship in pelt use 9M96?
nuclearstonk  [author] Oct 6 @ 10:04am 
do you have NTU and PELT installed? do you have another mods installed as well?
Murauder Oct 6 @ 6:57am 
Why all the names in the encyclopedia show up, for example, "MISSING: usn_bb-iowa89 name or squadron reference" ?
BINOGX Oct 6 @ 1:34am 
copy that,thanks
nuclearstonk  [author] Oct 5 @ 7:01pm 
@BINOGX the type 033 is not a WWII ship (its a mid 60s diesel electric romeo clone) and the four homing torpedoes i gave it are 70s spec because the representation of the 033 ingame is of its 80s type (given the entire class is ingame)
if you want a 60s version of the ship it would be easy to make, but there is literally zero difference between them other than the inclusion of 4 crappy ASuW torpedoes
BINOGX Oct 4 @ 2:15am 
Could you separate the more capable type 033 and the base game ww2 version?
nuclearstonk  [author] Oct 4 @ 1:53am 
yes, they should, will be in the next update
KirbyMirror2 Oct 4 @ 1:47am 
Will Chinese submarines get "Active Intercept Warning" like all the other subs?
nuclearstonk  [author] Oct 1 @ 2:00pm 
oops
bg0504 Oct 1 @ 11:59am 
I think I found a small mistake. Why is there a SPY-1B radar in the sensor's list of 1990's Slava? lol
nuclearstonk  [author] Oct 1 @ 6:48am 
mod's updated