Sea Power

Sea Power

Advanced Battleship Twentyone
122 Comments
Yaivenov  [author] Aug 27 @ 4:24am 
And another. Enjoy your new gun spotter.
Hogthunder Aug 27 @ 1:33am 
Hell yeah
Yaivenov  [author] Aug 26 @ 7:09pm 
Vismod and new shells
Yaivenov  [author] Aug 26 @ 11:30am 
@hogthunder added the suggested shell to the list.
Yaivenov  [author] Aug 25 @ 6:04pm 
You're welcome.
sgtobliterator Aug 25 @ 4:35pm 
I got this mod when it first came out, and I thought it was pretty cool and fun to use. After the ABSURD amount of updates this has received, this is by far my favorite mod and ship in Sea Power. Thank you so much for making this masterpiece!
Yaivenov  [author] Aug 24 @ 7:26pm 
Just patched a couple bugs that slipped through the initial loadouts release. Should have full selection now.
Yaivenov  [author] Aug 24 @ 7:25pm 
Unfortunately the weapon bar is currently limited to current state. Noisemakers and Chaff can be deployed by the keyboard, shift-N and shift-C respectively.
Hogthunder Aug 24 @ 7:20pm 
Also, is there any way to make the weapon list columns instead of 2? The noisemaker and Chaff are behind the radar and weapons free/tight setting thing
Hogthunder Aug 24 @ 7:00pm 
406mm APFSDS round sounds absolutely terrifying
Yaivenov  [author] Aug 24 @ 4:39pm 
Big honkin' change. Loadouts added.
Yaivenov  [author] Aug 23 @ 3:49am 
Some torpedo boats reminded me I forgot to finish adding the mast mounted optics. XD
Yaivenov  [author] Aug 22 @ 7:19pm 
Thank you! :)
Hogthunder Aug 22 @ 10:19am 
Excellent work Yaivenov, this ship is amazing
Yaivenov  [author] Aug 20 @ 6:58am 
Minor tweaks to locations, and changed out the SM2 for all SM6 again.
Yaivenov  [author] Aug 19 @ 7:25am 
Major overhaul, completely rebuilt the VLS.
Yaivenov  [author] Aug 17 @ 4:45am 
Patching a few errors. And a small surprise.
Yaivenov  [author] Aug 15 @ 10:17am 
ESSM is bad on board in the form of the mk56 GMLS.
Yaivenov  [author] Aug 15 @ 7:46am 
Aaaand the guns are working mostly as intended again.
Yaivenov  [author] Aug 15 @ 2:17am 
There's a pair of cranes mounted over the harpoon launchers. So I put them to use. The ship now features one set of reloads for the harpoon launchers.
Yaivenov  [author] Aug 13 @ 10:41pm 
Some polish for the deck parking: The static models will now correctly show the alternate texture of the NTU seasprite helicopters.
Yaivenov  [author] Aug 12 @ 10:48pm 
So, deck parking is now a thing.
Yaivenov  [author] Aug 9 @ 2:06pm 
Thank you for that typo find, it also reminds me that I forgot to make the Mk41 blocks their own collider boxes. Problem for future me. :P

I'll doing a code crawl to see what needs updated to the current game state, will post the updated BBG21 when I'm done.
JDQuesadilla Apr 28 @ 4:25pm 
Hi there, I think I discovered a typo/ missing text line in the .ini file. The Magazine for "[WeaponMagazine_Mk41_3]" I believe is missing "Collider=coll_mk7_mag_3" as the other 3 have it included under their respective sections.
caledonianreb Mar 25 @ 9:14am 
I am new to Sea Power, but have played many naval war-games in the past. Fighting Steele was a great game, however is now history. I'd like to learn how to download the VLS Mods into my ships, but I'm computer illiterate. I need directions for dummies...... could use an Arleigh Burke in my fleet too. thanks
The Dunce Cap Feb 18 @ 6:02am 
maybe add a extra turret making it a Montana with hella gun just a suggestion
gnt2hk Feb 8 @ 10:20am 
@yaivenov no worries. It's the limitation of game, not your fault or anything.

Don't know if you've seen the Zumwalt DDGX mod, the AGS shell in that mod is actually a missile.
Yaivenov  [author] Feb 7 @ 10:57am 
@gnt2hk Sorry for the slow patch on that velocity thing.
Yaivenov  [author] Jan 18 @ 8:51am 
@gnt2hk Noted.
gnt2hk Jan 17 @ 9:11pm 
After even more testing, I learned that the 16" shell's velocity needs to stay under 1000m/s to have the desired accuracy. However, the 5" shells seem to be less sensitive with the velocity. They can go as high as 1500m/s but retain decent enough accuracy.

Until someone manages to mod the ballistic mechanic of the game (or if the dev changes it), the game isn't ready for high velocity guided shell as of now.
gnt2hk Jan 17 @ 9:04pm 
@Oven you need to go to the ship's file (usn_bbg_Iowa(21)), find the main guns' magazines (WeaponMagazine_406mm_1/2/3), then you will see what kind of ammo you have on.
Oven Jan 14 @ 8:44am 
How exactly do I change ammo types? I've checked the ini files, but I can't seem to find a way to actually change it. Do I change the warhead type? Or is there something I'm missing?
Decadence Jan 10 @ 9:52am 
Ahh ok, makes sense. Thanks for explaining.
Yaivenov  [author] Jan 10 @ 7:19am 
Waves would wreck them; CIWS and RAM are a lot more delicate than 20mm Oerlikons.

Also despite my desire to do so I can not yet relocate that satellite antenna (the christmas tree) off the bow so it would be a bit of an obstruction all the same.
Decadence Jan 10 @ 4:31am 
Would you be able to add a RIM-116 or Phalanx CIWS system to the front of the ship? During the second World War there were AA guns there, and so it would make some bit of sense.
Yaivenov  [author] Jan 8 @ 7:55am 
Still the same ammo ship effect. I'm waiting on the next game update to see what I can improve. I'm also dragging my feet a bit on refactoring the entire ship file and incorporating a flight deck. Someone beat me to that. :P
gnt2hk Jan 7 @ 11:17pm 
The nuke is working?
Yaivenov  [author] Jan 7 @ 8:57pm 
Edit the 406mm magazine lines.
"usn_cal_406mm_mk150m1" should be the default and you just edit it to be whichever shell you'd like.

Note: ammo types is how I manage split battery fire.
"usn_cal_406mm_mk150m1_f"
"usn_cal_406mm_mk150m1_a"
F for fore and A for aft. If you put the same ammo in all three turrets they will work unified.
Oven Jan 7 @ 7:47pm 
Alright, I know I'm gonna sound like an idiot. But how exactly do I change shell types? I really wanna use that nuke.
gnt2hk Jan 4 @ 1:25am 
Ok so I figured out where that extra 60s after salvo came from. So actually there is a linkage between the the value of rate of fire and the value of reload time. For example, Mk-28's rate of fire is 40rd/min. Because it's a twin-gun turret, the actual rate of fire is 20, That makes the reload time 3s/round.

My dumba** put the rate of fire at 140, so 70rd/min per gun. But I only changed the reload time to 1.5s/round.....but in fact it needs to be 0.85s/round.
gnt2hk Jan 3 @ 1:34am 
I also notice this weird thing about naval guns in this game: The guns will always lead even though the target is not moving, then they will hit bulls-eye when the target is already dead (turned black in the tactical map).
gnt2hk Jan 2 @ 10:41pm 
@Yaivenov The reason I was asking is because I "replaced" the Mk-28 guns with the OTO-Breda 127mm/64 and the new 127mm VULCANO GLR/BER shells. The shells works great out to 65k range but for some reason there is a 60s cooldown period now between each salvo, and I couldn't figure out where did that 60s come from. My solution for now is having the guns firing a 12 round burst but I want them able to fire continuously like before.
Yaivenov  [author] Jan 2 @ 9:39pm 
And the language files are added so now the secondary mounts are properly described.
Yaivenov  [author] Jan 2 @ 9:04pm 
@gnt2hk Rate of fire is coded in the systems/weapons file. I was still using the original code for that so I hadn't made any new entries in the mod's weapons file. I will do that now so it'll be easy to play with and you won't need to mess with any base game stuff. I'm trying hard to make this a plug-n-play mod with no interference with the base game or other mods.
Yaivenov  [author] Jan 2 @ 8:48pm 
Ah looks like I only reduced range and not also velocity on the Mk150 shells. I will fix that. Thank you @gnt2hk and @shooter5678

@jasoriab Thank you for spotting those typos.
shooter5678 Jan 2 @ 7:29am 
@gnt2hk thank you i set the range to 75km, while it still misses on moving targets, it's close enough for some splash damage to take out engines and when stationary it hits
jasoriab Jan 2 @ 6:59am 
Hi @Yaivenov

There is a small typo in in the following .ini files that define missiles: usn_rgm-109a.ini, usn_rim-66m-10.ini and usn_rim-174a.ini

The TeminalDiveDistance and TeminalAlt fields are missing a letter r in them.
gnt2hk Jan 1 @ 9:09pm 
@Yaivenov do you know how to adjust the cooldown time between each salvo? I tried changing the FireRate value of the gun in the weapons.ini but it didn't work. Thanks.
gnt2hk Jan 1 @ 9:07pm 
@Shooter5678 You need to bring down the max range to under 100k m and the muzzle velocity under 1500m/s in order to make the gun work.

The shell's file is at C:\Program Files (x86)\Steam\steamapps\workshop\content\1286220\3385644650\ammunition
shooter5678 Jan 1 @ 11:32am 
hello, i'm loving the mod, although i'm encountering what i believe is a bug, i set up a guns only scenario against some sverdlov cruisers at a range of about 35 nmi and the shells are consistantly falling short in the same spot, so the guns never hit anything, any idea what's going on?