Sea Power

Sea Power

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New Millennium [Fictional Soviet Navy post-1990]
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Timeframe and Location: 1990s, Fictional
Mod Type: Kitbash
Alignment: Warsaw Pact
文件大小
发表于
更新日期
3.445 MB
2024 年 12 月 20 日 上午 8:33
10 月 5 日 上午 5:12
33 项改动说明 ( 查看 )

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New Millennium [Fictional Soviet Navy post-1990]

描述
Adds in fictional upgraded versions of late cold war Soviet ships, aircraft and weapons. Almost all of the weapons, defenses and sensors of the ships and aircraft have been improved.

Highlights include: A submarine capable of 48 knots, air launched SS-N-9 Siren and SA-N-3 Goblet missiles, a missile cruiser with enough weapons to completely fill the UI bar, a super sonic AWACS aircraft and a maritme patrol aircraft with 18 ASW torpedoes and 84 sonobouys.


The New Millennium Mission Pack is out now!

WARNING: These units and their weapons break the balance of the base game, be aware of that!
Warning No.2! This mod is intended to be played using the Public Beta Build of the Game! Using the Mod in the Official Release Builds of the game may cause errors!
Please also note: Kirov (NM-90) now has so many weapon systems that you need to use shift+c and shift+n if you want to use chaff and noisemakers manually.

COMPATIBILITY: This mod only contains new units, no vanilla units/systems/weapons/etc are changed by this mod. As such there shouldn't be any problems with mod compability. If you do experience problems with this mod, deactivate all other mods you are using and try again.

CONTRIBUTORS:
Thank you to FTC/ManeuverWarfare, sgtobliterator, Nuclearstonk and Cent from the Sea Power modding discord for allowing me to use his their kitbashes and retextures for radars, missiles, weaponsystems and more.
Russian translation made by Cat_pod_travoi.

The more detailed description of the units and weapons can now be found here.

Surface Ships:
- Nanuchka (NM-90)
- Grisha III (NM-90)
- Ivan Rogov (NM-90)
- Krivak II (NM-90)
- Udaloy (NM-90)
- Sovremenny (NM-90) +1999 variant
- Orel (NM-90) +1999 variant
- Kirov (NM-90) +1999 variant
- Slava (NM-90) +1999 variant

Submarines:
- Alfa (NM-90)
- Victor III (NM-90)
- Oscar I (NM-90)

Aircraft:
- Ka-27PM +1999 variant
- MiG-23AM +1999 variant
- MiG-23M-90 +1999 variant
- MiG-25M-90 +1999 variant
- Su-24NM +1999 variant
- P42 RLDN-90 +1999 variant
- P42M + 1999 variant
- Ko-45M +1999 variant
- Ko-45E-90 +1999 variant
- Tu-22NM
- Tu-22RV/RT
- Tu-142M-90
- Tu-162M-90
- IL-38M-90

Land Units:
Pechora (90)

Weapons:
Air to Air Missiles - AA6M, AA7M, AA8M, AA-15M +1999 variants
Air to Surface Missiles - AS-4M, AS-4MB, AS-10M, AS-11M(+1999 variant), AS-11MC, AS-13M, AS-14M, AS-19M, AS-20M, AS-21M, AS-27AM
Surface to Air Missiles - SA-N-4M, SA-N-6M, SA-N-7M, SA-N-9M, SA-N-11M, SA-N-12M, SA-N-20M
Surface to Surface Missiles - SS-N-9M, SS-N-12M, SS-N-19M, SS-N-22M/MC
Anti Submarine Warfare Missiles and Rockets - SS-N-14M, SS-N-16M, RBU-8000
Naval Artillery and Point Defense - AK-100M, AK-130M, AK-176M, AK-725M, AK-630M
Torpedoes - SET-85, USET-90, 65-85, UMGT-2, AT-3
热门讨论 查看全部(2)
14
9 月 22 日 上午 12:06
Problems/Bugs/Help/Suggestions
FlipsNChips
46 条留言
dxn.jeremy26 10 月 1 日 下午 4:57 
Game crashes when trying the encyclopedia. Please fix and make it more stable.
Chopper1987 9 月 16 日 下午 9:53 
I tried both PELT and your mod together and since the main game update, a lot of mods crash the game, but yours works with PELT currently, which is awesome. I am just having issues now with certain missions and other mods all crashing the game... unfortunately. I have been doing trial and error ever since for CTD's, activate a mod 0or mission, then see if it CTD's, disable it if it does, a lot seem to do it now...
Chopper1987 9 月 6 日 下午 9:27 
Maybe it is another mod along with them, I run quite a few together. Do you want to see my log file from where it crashed? As soon as I deactivated PELT it worked no problems with all my other mods and yours activated.
FlipsNChips  [作者] 9 月 6 日 上午 2:10 
@chopper I am trying to see if I can replicate the problem, but so far I can not get New Millennium and PELT to crash or throw any errors when running together.
Chopper1987 9 月 4 日 下午 8:52 
I discovered the other day, that your mod was conflicting with something else that I had activated, and I did some testing, and it turned out it was conflicting with NuclearStonks pelt mod. I also have red storm rising by Cent, and the ntu mod. But the only conflict which made it ctd, whenever I tried the encyclopedia or to load emission seemed to be the pelt mod. Is there a way to make them compatible with each other? I am just curious, Thanks!
yak 8 月 28 日 下午 11:09 
@FlipsNChips Buddy, have you tested the air-to-air missiles updated after August 22nd? Especially the Type 99 series. The only ones that can achieve a first-shot kill are the heavy long-range missiles. All the others are inaccurate. In contrast, the air-to-air missiles from before August 22nd didn't have these issues.
(Note: This translation was done using translation software, so there may be grammatical inaccuracies.)
yak 8 月 28 日 下午 10:32 
@FlipsNChips"Hey mate, I've noticed the R-24-99 and R-60-99 missiles still have accuracy issues - they only manage to score hits when enemy aircraft pull high-G maneuvers. For reference, I've only installed the essential prerequisite mods alongside your terminal phase mod."
(Note: This translation was done using translation software, so there may be grammatical inaccuracies.)
FlipsNChips  [作者] 8 月 28 日 下午 1:09 
@yak thanks for the comments, I checked the Kh-35 and found the bug :steamthumbsup:
yak 8 月 25 日 下午 10:08 
Both the R-24R and R-80K missiles (90-type and 99-type alike) have serious accuracy problems. Firing just one is almost useless, as it will almost certainly miss. You typically need to fire a volley of 2 or even 3 missiles to have a reasonable chance of scoring a hit.
yak 8 月 23 日 上午 3:12 
Buddy, the anti-jamming capability of the KH-35 missile is basically zero. I launched a KH-35 from a Ka-27-99 helicopter to hit a frigate, but it was completely jammed. As soon as the frigate deployed countermeasures, the KH-35 veered off course. The missile either dove too steeply or hit another ship. If the second target ship had jamming capabilities, it could even end up hitting a third or fourth target.

(Note: This translation was done using translation software, so there may be grammatical inaccuracies.)