Sea Power

Sea Power

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New Threat Upgrade
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Timeframe and Location: 1960s, 1970s, 1980s, 1990s, 2000s, Historical
Mod Type: Reskin, Overhaul, Realism
Object Type: Ship, Weapons, Sensors
Alignment: NATO
File Size
Posted
Updated
102.392 MB
Nov 12, 2024 @ 9:07pm
Jun 16 @ 6:33pm
68 Change Notes ( view )

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New Threat Upgrade

Description
IMPORTANT: LOAD NTU AT THE TOP OF YOUR MOD LIST!
(unless you intend to over-write NTU's extensive changes to base-game systems and units, which then load it near the top)
[you can load this before or after PELT, it doesnt really matter]


New Threat Upgrade
NTU is a rework and re-imagining of the base game's USN systems and units, alongside an extension of the timeframe from 1965 all the way to post 2000, but by no means is exclusively focused on newer or older equipment. In this mod, you can find ancient Tartar and Terrier ship loadouts, VLS equipped late baseline Ticonderoga class cruisers, mid 70's aircraft models, and so much more! This mod strives to maintain a semblance of believability in terms of systems being found in the base game, so most types of kitbashes and custom models are out of the question given their lower visual fidelity compared to base game content. This means that everything in NTU is of a high quality, and shouldnt break immersion from the base game assets.


NTU is dedicated to not only adding new content, but also re-balancing and revamping most weapons in the US arsenal to not only be more accurate but also in higher fidelity, with more nuance to the specific capabilities weapons had at the time. Gone are the days of abysmally pessimistic interceptor kill probabilities, every weapon system and ship gets a fighting chance even under sub-optimal conditions. This doesnt mean every system has been buffed though, the intent of NTU is to accurately portray both the strengths and limitations of systems as they were in service, for example; ships equipped with SM-2ER cannot fire past ~100 nautical miles unassisted due to fire control limitations, but can fire past 150 miles if you have CEC datalink to another vessel who can provide illumination, or if you're using ARH SM-6.


Compatibility with other mods:
This mod is recommended to be played with the USSR side rework mod PELT, located right here!
Both mods are meticulously balanced against each other and should result an accurately expected result, sourcing from historical reports and contemporary simulators.


I will not maintain active compatibility for other mods, given that I would need to cater to dozens or hundreds of mods and their authors at all times, so NTU either will or will not be compatible with certain mods and I won't take exhaustive measures to rectify compatibility outside extreme circumstances.
Most mods will work perfectly fine with NTU, but given how over-writing currently functions there's a few categories of mods that will either over-write NTU or NTU will over-write:

This list is non-exhaustive, so be warned that large and (internally) complicated mods like NTU will have weird and unpredictable behavior with other mods that change a lot of base game files, it may work or it may brick your game, but in either case there isnt much I can do to rectify a problem like that.
A note regarding 'NTU addons:' while they may function perfectly fine in any given moment, mod authors cant be held responsible for keeping up with updates constantly, so oftentimes mods that modify NTU in some way don't account for updates, meaning their files are outdated and replacing the modern NTU files. This can cause bugs, issues, crashes and so forth, so I cannot either recommend nor disapprove of these mods given i have no clue how often they're worked on, and which ones are abandoned and which ones are not. Be thoughtful when curating your mods list.


Content List:
First off, new stuff not found in the base game:




Now for reworked base game content:




Q&A (and known problems)
Q: How do i use this mod?
A: It's a rebalance of existing systems, so those changes will be present in all existing missions, but also adds new units. New units have to be added to missions either by opening/creating them in the mission editor and replacing/adding the units, or by opening the mission files themselves in a text editor and replacing vessel names with the ship of your choice.
Q: Another mod says this mod is a dependency, what do i do?
A: Simply subscribe to this mod, and enable it in the mod menu ingame.


Q: How do i use CEC or GPS?
A: CEC functions automatically as 'external' sensor systems that can guide SM-2, SM-6. Under certain circumstances, firing may be prevented due to limitations with how this works, but know that your entire task force shares FC channels, meaning some ships can be silent and still fire many interceptor missiles. GPS functions like radio-control midcourse guidance currently, because weapons cannot have waypoints queued for them, so just click on each missile individually and have it fly towards a waypoint or a target. This might be tedious, but its the only way I could at least provide the opportunity, and the missiles still work just fine normally.


Q: This mod is OP! An SM-2 armed ship ate an entire missile salvo!
A: NTU's balancing scheme might seem like a significant shift from the base game due to the differing ideas on how to balance interceptor performance. NTU interceptors have their kill probabilities set to the absolute highest maximum possible PK achievable against the most ideal target type, so many missiles will have >80% PKs against these threats, meaning you will need a LOT of them to overpower a decently capable air defense warship. This is consistent with both real life test conditions, combat conditions, and certain studies about AAW performance against missiles. More modern warships have significant improvements in sensor capabilities, and significant improvements to reliability in all aspects. So my answer to your question is that the OP-ness is accurate and realistic and expected, but only in that whatever mission your playing is poorly balanced to where you do not have the tools to deal with monstrously powerful AAW combatants. Also, this reasoning also applies to eastern weapons as well, but the mod for that is PELT, not NTU.


Q: Why wont my ESSM armed ship use them automatically? Why does it fire SM-2ER/SM-6 at close range targets?
A: The fire prioritization for missiles is using the highest capability weapon against a given target, until it runs out. This leads to awkward situations where long range missiles are being used where shorter range ones would be more effective, and there is nothing I can do to fix this other than beg the developers to add a ROE panel and give weapon priorities for each individual missile type.
known issues:
  • NTU ships do not have SYR-1 antennas (awaiting developer addition)
  • VL-ASROC has a funky trajectory



Credits:
thank you to KuroiYoru_ for the hull numbers and names! https://steamcommunity.com/sharedfiles/filedetails/?id=3416887270
thank you to aaaaaaaaaaaaaaaabcd for the rigging of the Mk41 VLS and concept! https://steamcommunity.com/sharedfiles/filedetails/?id=3475167842
thank you to @Cookiesaurus for helping with some of the aircraft and weapons!
thank you to @cellinia_texas. for providing numerous new liveries for aircraft!
and a huge shoutout to @valoda_ for helping with research!

please leave feedback/concerns in the comments, or contact me on the official sea power modding discord (@nuclearstonk) located right here![discord.gg]


enjoy! ^^
Popular Discussions View All (5)
1
Jun 6 @ 7:34pm
Missing Wapons
Wake
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.