Sea Power

Sea Power

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Timeframe and Location: 1960s, 1970s, 1980s, 1990s, Historical
Mod Type: Reskin, Overhaul, Realism
Alignment: NATO
File Size
Posted
Updated
149.587 MB
Nov 12, 2024 @ 9:07pm
Oct 11 @ 11:46pm
126 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 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 @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! ^^
735 Comments
nuclearstonk  [author] 1 hour ago 
@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 11 hours ago 
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  [author] 15 hours ago 
it'll be in the next update
Paddy_Prickly_Dickly Nov 27 @ 12:57am 
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 Nov 21 @ 7:06am 
ohh, well that's magnificent!!!
nuclearstonk  [author] Nov 20 @ 7:41pm 
for anyone asking, the hornet will be in the next update whenever the game updates next
nuclearstonk  [author] Nov 20 @ 6:11pm 
@Odie0351 F/A-18 hornet
Odie0351 Nov 19 @ 7:59am 
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  [author] Nov 17 @ 7:12pm 
@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 Nov 17 @ 6:43pm 
@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