Sea Power

Sea Power

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Timeframe and Location: 1960s, 1970s, 1980s, 1990s, Historical
Mod Type: Reskin, Overhaul, Realism
Alignment: NATO
Filstørrelse:
Offentliggjort:
Opdateret:
237.667 MB
12. nov. 2024 kl. 21:07
29. nov. kl. 0:34
130 ændringsbemærkninger ( vis )

Abonner for at downloade
New Threat Upgrade

Beskrivelse
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, meaning 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 intended 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:
do note the following content list is somewhat outdated, and know there's more to this mod than what i can list on a steam description (i routinely hit the character limit)
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: 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:
  • VL-ASROC has a funky trajectory
  • ships may fire more SAMs than required at incoming targets, not something i can fix
  • SM-2 shows up as radio command (has no guidance but RC midcourse, achieves same effect) same as above



Credits:
thank you to WTigerTw for giving me permission to use the beautiful arleigh burke model!
thank you to @mitchell600 for providing the base burke mod, assistance with objs and ini setup!
thank you to @cent__ for assistance with the burke and many other technically complicated features ingame!
thank you to KuroiYoru_ for the hull numbers and names! https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3416887270
thank you to aaaaaaaaaaaaaaaabcd for the rigging of the Mk41 VLS and concept! https://psteamcommunity.yuanyoumao.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!
thank you to @L963 for making the CSRL on B-52G work and helping with other things!
thank you to daggs and CT for helping with liveries!
and a huge shoutout to @valoda_ for helping with research!

no AI of any type was used in any of the elements in the creation of this mod

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


enjoy! ^^
754 kommentarer
nuclearstonk  [ophavsmand] For 6 timer siden 
will fix
Toby For 7 timer siden 
@nuclearstronk. the tarwa 1989 variant has only one deck space and crew. this is different then the default one so guessing it got missed in the update
Shina_Santos For 16 timer siden 
@nuclearstonk Alright, thanks for warning and for the answers <3
nuclearstonk  [ophavsmand] For 19 timer siden 
@Paddy_Prickly_Dickly whenever there's a good enough quality seahawk to use, yes
Paddy_Prickly_Dickly For 21 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 28. nov. kl. 17:23 
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] 28. nov. kl. 15:51 
@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 28. nov. kl. 13:46 
@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 28. nov. kl. 13:25 
any chance of adding the static a-7s back on the deck? their cockpit glass seems to be left over and just floating
Squeaky 28. nov. kl. 12:27 
Awesome work, thanks so much!