Sea Power

Sea Power

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Advanced Battleship Twentyone
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Timeframe and Location: 2020s, Fictional
Mod Type: Kitbash, Realism
Alignment: NATO
File Size
Posted
Updated
1.574 MB
Dec 16, 2024 @ 8:11am
Aug 15 @ 11:00am
28 Change Notes ( view )

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Advanced Battleship Twentyone

Description
Base VLS Iowa with 5"/54cal created by GoldLeader108.
RAM and launcher created by L963.
They made this possible.
Thank you both!

Mod Notes: This mod is stand-alone with no dependencies or alterations to shared files. It should be compatible with everything.


With the Cold War continuing on into the 21st Century so too has the service of the venerable Iowa-class of battleships. Hardly recognizable, they have never been more lethal, armed with a myriad of state of the art missile and gun systems ensconced in a citadel of steel.

This ship represents the following hypothetical: what-if the Soviet Union never collapsed, and the US Navy in turn kept these ships in service through into the Information-Age. In its current configuration it is roughly one to two generations of missile ahead of the New Threat Upgrade and game designers should take this extraordinarily OP nature into account when balancing their scenarios.

That said, these ships are not omnipotent and do possess several weaknesses to exploit; these ships are largely blind and helpless to submarine and torpedo threats, they possess no organic aircraft for over the horizon recon (though it does offer temporary facilities for a pair of Seasprites), and of course AEGIS is mutually incompatible with their main guns.


The Advanced Systems thus far:

SPS-48G(V)1 3D Air/Surface Search Radar
SPS-52C 3D Air Search Radar
SPS-67(V)5 Surface Search Radar
SPG-62B Target Illumination Radar
SLQ-32(V)7 Electronic Warfare Suite (ESM + Universal ECM)
SLQ-25C Nixie Torpedo Decoy

The Advanced Munitions thus far:

RGM-84F Harpoon Block-1D
RGM-109A Tomahawk Land Attack Missile - Nuclear
RIM-66M-10 Standard Missile 2 Block-IIIB
RIM-174A Standard Missile 6 Block-IA
RIM-162 Evolved Sea Sparrow Missile Block-2
RIM-116 Rolling Airframe Missile and Mark-46 Kitbash

Mark-41 5" Anti-Aircraft Common for 5"/54cal Secondaries
Mark-149-2 Depleted Uranium 20mm for Phalanx

And the shells for the big guns...
Mark-8 Armor Piercing Capped
Mark-13 Mod-6 High Capacity, Point Detonating
Mark-14 High Capcity, Variable Time
Mark-19 Conventional Munition, Variable Time
Mark-23 "Katie"
Mark-147 Mod-1 Heavy High Capacity, Point Detonating
Mark-150 Mod-1 High Capacity, Discarding Sabot, Extended Range, GPS/INS Guided, Point Detonating

Note: The Mark-150 is a fictitious designation I gave to the USNFA 16/11 proposal simply because it was the first new tens series after the last shell actually developed for the guns, the Mark-148. Current shell selection covers the 40's and 50's with a single modern shell, others are planned to fill in the 60's, 80's and 90's, but will wait until after some of the following limitations have been resolved.

The following limitations currently exist:

1: Magazines for projectile weapons can only host a single ammunition type at a time. While it appears they should be able to host multiple types, and the game will load and they will show on the weapon tab, they do not register in use and instead only the first ammunition selection is used.

2: Not all warhead statuses and effects are currently working for projectiles. Specifically ProximityFuze and cluster munition type are not properly working for gun projectiles. This currently makes about two thirds of the shells developed for the Mark-7 gun non-functional leaving only Armor Piercing, and impact based high explosive working correctly in game currently.

3: Splash damage does not appear to be in effect, or if it is it is greatly limited in range and scope.

4: Reducing CEP to a significant degree in order to approximate high precision guided projectiles sometimes creates a situation where a target can not be hit because the rounds are consistently impact terrain short of the target. The low firing arc of near distance shots caused by the high muzzle velocity exacerbates this issue. This is situational and usually occurs with partially submerged targets. Diving shells don't seem to be a possibility yet.

Taking the above into account this version of the BBG21 comes with the Mark-150 Mod-1 shell loaded in the main battery as that is the "best" that currently functions correctly (usually, see 4).


Please see the relevant discussion for the update history.
Popular Discussions View All (2)
5
Aug 10 @ 11:50am
(Verbose) Version History
Yaivenov
1
Dec 17, 2024 @ 4:48pm
16" Shell To-Do List When Projectiles Work Fully
Yaivenov
105 Comments
Yaivenov  [author] 7 hours ago 
ESSM is bad on board in the form of the mk56 GMLS.
Yaivenov  [author] 10 hours ago 
Aaaand the guns are working mostly as intended again.
Yaivenov  [author] 15 hours ago 
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.