Sea Power

Sea Power

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Pact Enhanced LethaliTy
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Timeframe and Location: 1960s, 1970s, 1980s, 1990s, Historical
Mod Type: Reskin, Overhaul, Realism
Object Type: Weapons, Sensors
Alignment: Warsaw Pact
File Size
Posted
Updated
40.990 MB
13 Dec, 2024 @ 10:34pm
1 Aug @ 4:30pm
27 Change Notes ( view )

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Pact Enhanced LethaliTy

Description
IMPORTANT: LOAD PELT AT THE TOP OF YOUR MOD LIST!
(unless you intend to over-write PELT's extensive changes to base-game systems and units, which then load it near the top)
[you can load this before or after NTU, it doesnt really matter]


Pact Enhanced LethaliTy
PELT is an enhancement and expansion mod for of all of the eastern 'red side' nations equipment ingame. Ships, aircraft, and mostly weapons, are all touched and upgraded to a higher standard, and given the love they deserve.

If you want a later timeframe, with later ships, with later systems, PELT adds all sorts of mid-late 80's equipment that actually existed at the time, and some more hypothetical odds and ends that would have/may have entered service had the USSR not collapsed. PELT also performs an extremely comprehensive rework of all of the missiles, many torpedoes and other weapons, and many sensors, to a coherent standard similar to NTU's reworks. PELT also has this same standard applied to all of the earlier systems, although there are currently less ship loadouts from the 60's than there are from the 80's and 90's.


Compatibility with other mods:
This mod has an optional addon to re-add the NATO reporting names for all equipment, located right here!
This mod is intended to be played with the NATO side rework mod NTU, located right here!
both mods are balanced against each other and should result a somewhat accurately expected result, 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 PELT either will or will not be compatible with certain mods and I won't take exhaustive measures to rectify compatibility outside extreme circumstances.

Content List:
PELT modifies a huge number of systems and files for the Pact nations, so not every change or addition can be listed here. That being said, here are some of the highlights:
  • domestic accurate designations for all equipment (other than ships, given Pr numbers are less catchy than NATO names)
  • completely reworked sensors for all submarines, and reworked many torpedo loadouts to be more accurate
  • added many new submarines, such as Yankee Notch and Whiskey, alongside a kitbash of Sierra I and Improved Victor III
  • extended time period versions of many ships, that got better equipment near the end of the cold war
  • kirov sub-variant specialization with historical loadouts + additional 'ideal' variants representing the whole class
  • new balancing for all SAMs and ASMs and guns and radars, generally improving performance while also addressing the limitations of each system
  • AAMs reworked completely with pseudo-realistic kinematics and realistic countermeasure immunity and seeker range
  • new weapons across the board, many not currently used but to serve as a repository for other mods
  • added sub-class specialization, such as some ships in the Udaloy class having Top Plate and SA-N-9, while others do not
  • enhanced submarine armaments with RPK-7 Veter and improved 65-76, UGST and DST, alongside TEST-71MK and USET-80K for some submarines
  • lower radar minimum floors for most radars, to be more accurate to their actual performance
  • new aircraft deployed weapons such as Kh-35 and Kh-59M and Kh-15S/P and Kh-61
  • new variants of many missiles, including but not limited to Volna, Shtorm, Fort, and Uragan systems




    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! How will NATO ever recover from this?
    Q: NTU is OP! This mod isnt powerful enough to cope with it!
    A: balance is dictated by whatever assets and situations the missions you're playing, so the onus of balance falls upon mission authors instead of you or me, especially given both mods strive for an accurate outcome of the fickle rock-paper-scissors duel that is cold war naval combat. if you have reputable sources that conflict with my data, i'd be happy to look over them, but i will not accept opinions on my own mod


    Q: Why wont Kortik CIWS properly engage with both missiles and guns sometimes?
    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.

    Q: Sources?
    A: please consult the following image:

    known issues:
    • no systems specialization for udaloy, sovremenny, slava
    • placeholder lots of stuff, mod just got reworked so is to be expected



    Credits:
    a huge shoutout to @valoda_ for helping with research, and helping test all the various parts of this mod!
    thank you to @cent__ for making the base for the new orel superstructure, and helping with textures!
    thanks to @cookiesaurus for providing the CIWS for orel, among other things

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


    enjoy! ^^
152 Comments
FALCON 11 hours ago 
Bad mod
Boris 28 Jul @ 11:33am 
Thanks for Azov :steamthumbsup:
nuclearstonk  [author] 8 Jul @ 12:15pm 
all the kirovs will eventually be completely remade, but that can come at a future time
IceWalloh 8 Jul @ 12:10pm 
The Kalinin 1989 is shooting SAMs through the superstructure from the point defense turrets. I've noticed it greatly increases defense from ASMs at close range
nuclearstonk  [author] 29 Jun @ 11:19pm 
no plans given that i will never implement sealifter into my mods, meaning no completely new aircraft can be added at the moment, but i certainly want to implement R-27 and R-33 as soon as i can (which is not anytime soon)

as for SAMs, i tweak them every update, and in general hit rates are now closer to how i want them, which doesn't mean much given that many of the later ones can simply throw out an arbitrary number of interceptors
moonjy1120 29 Jun @ 11:01pm 
Do you have any plans to add long range air-to-air missiles (or capable aircraft) to Soviet naval fighters? Also, the ship's anti-aircraft missile hit rate seems to have decreased since the update, has anything changed?
nuclearstonk  [author] 29 Jun @ 5:36pm 
maybe at some point, but not anytime soon
SKIBIDI_RIZZLER123 29 Jun @ 5:20pm 
Any chance for project 667M? Very intresting submarine…
nuclearstonk  [author] 29 Jun @ 4:14pm 
just tested every sonobuoy for the red side, all of them are perfectly capable of detecting submerged targets

try making sure your buoys are on the same layer as the target, thermal layers can completely prevent detection to the other side of the layer, and US subs are very quiet and can blend in with higher sea states easily
Sgt.Carelli 29 Jun @ 4:06pm 
is this mod messing up the soviet sonobuoys? it seems I can't detect an american sub even at 0.25 nm directly behind its tail