Sea Power

Sea Power

New Threat Upgrade
752 kommentarer
Shina_Santos For 2 timer siden 
@nuclearstonk Alright, thanks for warning and for the answers <3
nuclearstonk  [ophavsmand] For 5 timer siden 
@Paddy_Prickly_Dickly whenever there's a good enough quality seahawk to use, yes
Paddy_Prickly_Dickly For 7 timer siden 
This NTU update is amazing, only thing I'm wondering about is if in the future you will be able to add the Seahawk to the ships that should have it?
Wood Ward For 12 timer siden 
Thank You for the Legacy Hornets Nuclearstonk! I have been desperately waiting for Legacy Hornets since ive been building a 1989 Campaign Series and it felt weird for them to not be around
nuclearstonk  [ophavsmand] For 13 timer siden 
@Shina_Santos no, that all sounds right, except now the MiG-23AMs now have R-27s and R-73s, so you'll have to take them very seriously after the latest update
Shina_Santos For 15 timer siden 
@nuclearstonk the AIM-7M have a range of 31nm and the R-24TM have a range of 20nm, the R-24 is very fast tho so when the AIM-7 reach their target the R-24 is already less than 5mn screaming at 2000+ kts of my F-14s. (just an FYI i got no other mods besides NTU and PELT). Is the AIM-7M range borked on my game?
Twerk Team Commander For 16 timer siden 
any chance of adding the static a-7s back on the deck? their cockpit glass seems to be left over and just floating
Squeaky For 17 timer siden 
Awesome work, thanks so much!
nuclearstonk  [ophavsmand] For 18 timer siden 
a note to all: there's a known file conflict between NTU and Mitchell600s burke mod, so for the time being i recommend you use NTU without the burke mod until i can resolve this
M_A_7638 For 18 timer siden 
ok, thank you for your reply. btw, it's really great that the fantastic models from Mitchell600 and WTigerTw are now integrated.
nuclearstonk  [ophavsmand] For 18 timer siden 
undecided, but the current idea is that you can land helos on it and refuel them
since there's no deck park, the helo just vanishes, but hopefully in the future it'll work properly (and for more ships, potentially)
M_A_7638 For 18 timer siden 
Why can the Burkes accommodate a helicopter in the “hangar” that does not exist on the Flight 1/2 models? Is this intentional or a bug?
nuclearstonk  [ophavsmand] For 19 timer siden 
@Shina_Santos that's because the MiG-23s have pretty good jammers, and AIM-7Ms are radar missiles (and R-24TMs are infrared and not affected by jamming)
theoretically without jamming your AIM-7s will perform better than the R-24TMs, but of course nothing exists in a vacuum, and your AIM-7s are facing more severe penalties due to that aircraft having a powerful DECM system

but your AIM-7s should outrange R-24TM by a factor of 2, so i fail to see the issue here
Shina_Santos For 23 timer siden 
Okay did some more battles and still same thing... with even log I see that AIM-7M gets jammed a lot and even if they don't, when they say "intercepts" they still miss normally. Also realized that AA-7D1 rarely gets spoofed by chaff/flares so most of the ones that didn't kill were because of maneuvers. Out of the 7 battles I did 4 of them ended with 4 F-14A's dead and 1 Mig23AM dead | other 2 was 4 F-14A's dead and 2 Mig23AM dead | 1 with only 4 F-14A's dead and no mig dead. Battle scenario was 4vs4 at 37000 AA loadouts, skill of F-14s set to "Seasoned" and 23's set to "Trained", ROE set to Free and Radars on. If this is how it supposed to be (23 beats 14) then it is what it is, I just would like confirmation.
Shina_Santos 28. nov. kl. 3:53 
Alright I'll look into it.
nuclearstonk  [ophavsmand] 28. nov. kl. 3:32 
try looking at the event log, it tells you exactly what's happening
you could just be rolling low on missile firings
Shina_Santos 28. nov. kl. 3:02 
mmm... cause yesterday I tested fighting 4 F-14A vs 4 Mig-23AM (both with AA loadouts) and the lost 10 fights at 50nm at 37000 back to back so I'm trying to understand is it missile, aircraft difference or i'm just not using them right. also tried putting the F14's at a higher altitude but the outcome kept the same Aim-7M just kept missing.
nuclearstonk  [ophavsmand] 27. nov. kl. 23:47 
@Shina_Santos i dont really know what you mean, you can actually see the kill probabilities in the event log (either in your logs folder, or in the F10 -> event log menu) and currently AIM-7M has a KillProbability=0.8 while AA-7D1 (R-24TM) has a KillProbability=0.75

of course one is an infrared missile and unaffected by altitude, jammers, radar performance, and the other is a radar guided missile and is susceptible to all of the above, but the pK should be higher for AIM-7M

since everything is determined by dicerolls, there's always a chance to simply be unlucky given a finite sample size, so just be wary that your missiles will never be 100% efficient
Shina_Santos 27. nov. kl. 14:19 
Hey so I wanted to ask, are the AIM-7M with issues or do the R-24TM just outperform them like crazy. R-24 (PELT) PoK of 90% but the Aim-7M have around 50% or less
nuclearstonk  [ophavsmand] 27. nov. kl. 9:57 
it'll be in the next update
Paddy_Prickly_Dickly 27. nov. kl. 0:57 
Is there much plans to uppdate models for the burke after custom texture loading will be base game modding supported? It would probably be a lot of work so I'm just asking.
Odie0351 21. nov. kl. 7:06 
ohh, well that's magnificent!!!
nuclearstonk  [ophavsmand] 20. nov. kl. 19:41 
for anyone asking, the hornet will be in the next update whenever the game updates next
nuclearstonk  [ophavsmand] 20. nov. kl. 18:11 
@Odie0351 F/A-18 hornet
Odie0351 19. nov. kl. 7:59 
Any chance you're willing to divulge some of those "many new assets" you've added that are waiting for main branch? I'm terrible at patiently waiting :steamhappy:
nuclearstonk  [ophavsmand] 17. nov. kl. 19:12 
@ODY25 all SARH missiles require direct line of sight to the target to engage
this means that they cannot see over the radar horizon, generally your engagements, your vision, and your situational awareness are dictated by the radar horizon, it's an extremely important part of naval combat, so always be mindful that any weapon that is not autonomous (can guide without any assistance) needs to be within the radar horizon to be fired
ODY25 17. nov. kl. 18:43 
@nuclearstonk - hey I have a bit of a dumb question so excuse my ignorance. Why do RIM_66s show a range of 90nm but when trying to engage sea skimming missiles their range shrinks to like 25nm? Is it flight path related? they seem a bit redundant with sea sparrows at that point. But I'm still pretty new and trying to figure things out. Thanks in advance for any advice
ODY25 16. nov. kl. 19:53 
@nuclearstonk yeah fog of war with sensor ranges is something I'm still trying to learn but I appreciate the reply
Wojtek 16. nov. kl. 13:30 
@nuclearstonk Thanks for the reply! will jump on there now :steamthumbsup:
nuclearstonk  [ophavsmand] 16. nov. kl. 10:44 
@Wojtek patch is done, but I can't update until the custom loader is on the live version given how many new assets ive added
if you need NTU to function right now, go to the BuOrd modding server, there I'll post zips of the mod builds
nuclearstonk  [ophavsmand] 16. nov. kl. 10:42 
@ODY25 unless you subscribe to the flat earth theory, the "issues" you are describing are the result of the curvature of the earth, radars cannot see through terrain and the radar horizon is a factor of sensor altitude
ODY25 16. nov. kl. 10:13 
@nuclearstonk it seems like surface ship air and surface radars don't detect contacts only esm. I was in a mission where my ships couldnt detect soviet ASM launch at 50nm without an airborne radar. And I had some RIM_66s i think that had a range of 90nm but couldn't engage those missiles until they where at like 30nm. That weapon was from a different mod but I thought these issues might be tied to the base game?
Wojtek 16. nov. kl. 8:47 
Is this working on the beta yet?
IRememberJeep 16. nov. kl. 6:11 
@nuclearsonk - that just occured to me. My bad. lol
782835440 16. nov. kl. 4:11 
I want the thick rocket smoke during the flight of the Phoenix missile before,but I don't know how to change it.Who can tell me?
nuclearstonk  [ophavsmand] 16. nov. kl. 0:22 
@IRememberJeep fixed (but this was a ship in PELT)
nuclearstonk  [ophavsmand] 16. nov. kl. 0:22 
@ODY25 what issues?
ODY25 15. nov. kl. 23:44 
is anyone else noticing surface ship radar and missile range issues?
IRememberJeep 15. nov. kl. 11:18 
The Type-021 (Huangfeng 1985) doesn't list its weapons in the info-card. I can't tell if this is one of your vessels or a vanilla, figured I'd let you both know. :steamfacepalm:
BINOGX 15. nov. kl. 1:21 
got that,thanks
nuclearstonk  [ophavsmand] 15. nov. kl. 1:12 
no, its the USAF wild weasel version, if you're asking for an F-4S this mod presently does not have one (yet)
BINOGX 15. nov. kl. 1:10 
is it carrier capable?
nuclearstonk  [ophavsmand] 15. nov. kl. 1:07 
@BINOGX F-4G
BINOGX 15. nov. kl. 1:06 
where can i find the low viz f4
adam101killam 4. nov. kl. 13:49 
Ok. Thank you.
nuclearstonk  [ophavsmand] 4. nov. kl. 10:15 
DECM is a base game feature, i recommend reading the manual if it's giving you trouble, and there's no player interaction with it, it always automatically deploys against all incoming missiles

primarily the SM-2 cruisers have this, both in the base game and in NTU, but later on destroyers also receive DECM
adam101killam 3. nov. kl. 18:50 
What ships are they mostly on and does it automatically deploy?
nuclearstonk  [ophavsmand] 2. nov. kl. 11:44 
DECM is actually useful as it can fool incoming missiles, in fact SLQ-32(V)3 is an extremely potent DECM system and can reliably defeat a significant fraction of earlier missiles (base SS-N-2, base SS-N-3, AS-2, SS-N-7) and thin out incoming numbers of smarter missiles
adam101killam 2. nov. kl. 11:14 
Thank you for the answers. Is DECM worth anything?
nuclearstonk  [ophavsmand] 31. okt. kl. 1:18 
adam101killam
anchorchain configs have nothing to do with this mod, and you can ignore them in anchorchain's case

many ships have jammers (DECM) but do not have OECM anymore (offensive jammer) because they werent useful and were taking up too much UI space (and werent particularly realistic to begin with)