Sea Power

Sea Power

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Advanced Battleship Twentyone
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Timeframe and Location: 2020s, Fictional
Mod Type: Kitbash, Realism
Alignment: NATO
File Size
Posted
Updated
577.639 KB
16 Dec, 2024 @ 8:11am
2 Jan @ 9:34pm
17 Change Notes ( view )

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Advanced Battleship Twentyone

Description
Base VLS Iowa with 5"/54cal created by GoldLeader108.
RAM and launcher created by L963.
They made this possible.
Thank you both!

Mod Notes: This mod is stand-alone with no dependencies or alterations to shared files. It should be compatible with everything.


With the Cold War continuing on into the 21st Century so too has the service of the venerable Iowa-class of battleships. Hardly recognizable, they have never been more lethal, armed with a myriad of state of the art missile and gun systems ensconced in a citadel of steel.

This ship represents the following hypothetical: what-if the Soviet Union never collapsed, and the US Navy in turn kept these ships in service through into the Information-Age. In its current configuration it is roughly one to two generations of missile ahead of the New Threat Upgrade and game designers should take this extraordinarily OP nature into account when balancing their scenarios.

That said, these ships are not omnipotent and do possess several weaknesses to exploit; these ships are largely blind and helpless to submarine and torpedo threats, they possess no organic aircraft for over the horizon recon, and AEGIS is mutually incompatible with their main guns.


The Advanced Systems thus far:

SPS-48G(V)1 3D Air/Surface Search Radar
SPS-52C 3D Air Search Radar
SPS-67(V)5 Surface Search Radar
SPG-62B Target Illumination Radar
SLQ-32(V)7 Electronic Warfare Suite (ESM + Universal ECM)
SLQ-25C Nixie Torpedo Decoy

The Advanced Munitions thus far:

RGM-84F Harpoon Block-1D
RGM-109A Tomahawk Land Attack Missile - Nuclear
RIM-66M-10 Standard Missile 2 Block-IIIB
RIM-174A Standard Missile 6 Block-IA
RIM-162 Evolved Sea Sparrow Missile Block-2
RIM-116 Rolling Airframe Missile and Mark-46 Kitbash

Mark-41 5" Anti-Aircraft Common for 5"/54cal Secondaries
Mark-149-2 Depleted Uranium 20mm for Phalanx

And the shells for the big guns...
Mark-8 Armor Piercing Capped
Mark-13 Mod-6 High Capacity, Point Detonating
Mark-14 High Capcity, Variable Time
Mark-19 Conventional Munition, Variable Time
Mark-23 "Katie"
Mark-147 Mod-1 Heavy High Capacity, Point Detonating
Mark-150 Mod-1 High Capacity, Discarding Sabot, Extended Range, GPS/INS Guided, Point Detonating

Note: The Mark-150 is a fictitious designation I gave to the USNFA 16/11 proposal simply because it was the first new tens series after the last shell actually developed for the guns, the Mark-148. Current shell selection covers the 40's and 50's with a single modern shell, others are planned to fill in the 60's, 80's and 90's, but will wait until after some of the following limitations have been resolved.

The following limitations currently exist:

1: Magazines for projectile weapons can only host a single ammunition type at a time. While it appears they should be able to host multiple types, and the game will load and they will show on the weapon tab, they do not register in use and instead only the first ammunition selection is used.

2: Not all warhead statuses and effects are currently working for projectiles. Specifically ProximityFuze and cluster munition type are not properly working for gun projectiles. This currently makes about two thirds of the shells developed for the Mark-7 gun non-functional leaving only Armor Piercing, and impact based high explosive working correctly in game currently.

3: Splash damage does not appear to be in effect, or if it is it is greatly limited in range and scope.

4: Reducing CEP to a significant degree in order to approximate high precision guided projectiles sometimes creates a situation where a target can not be hit because the rounds are consistently impact terrain short of the target. The low firing arc of near distance shots caused by the high muzzle velocity exacerbates this issue. This is situational and usually occurs with partially submerged targets. Diving shells don't seem to be a possibility yet.

Taking the above into account this version of the BBG21 comes with the Mark-150 Mod-1 shell loaded in the main battery as that is the "best" that currently functions correctly (usually, see 4).


Please see the relevant discussion for the update history.
Popular Discussions View All (2)
3
22 Mar @ 8:05pm
(Verbose) Version History
Yaivenov
1
17 Dec, 2024 @ 4:48pm
16" Shell To-Do List When Projectiles Work Fully
Yaivenov
99 Comments
JDQuesadilla 28 Apr @ 4:25pm 
Hi there, I think I discovered a typo/ missing text line in the .ini file. The Magazine for "[WeaponMagazine_Mk41_3]" I believe is missing "Collider=coll_mk7_mag_3" as the other 3 have it included under their respective sections.
caledonianreb 25 Mar @ 9:14am 
I am new to Sea Power, but have played many naval war-games in the past. Fighting Steele was a great game, however is now history. I'd like to learn how to download the VLS Mods into my ships, but I'm computer illiterate. I need directions for dummies...... could use an Arleigh Burke in my fleet too. thanks
The Dunce Cap 18 Feb @ 6:02am 
maybe add a extra turret making it a Montana with hella gun just a suggestion
gnt2hk 8 Feb @ 10:20am 
@yaivenov no worries. It's the limitation of game, not your fault or anything.

Don't know if you've seen the Zumwalt DDGX mod, the AGS shell in that mod is actually a missile.
Yaivenov  [author] 7 Feb @ 10:57am 
@gnt2hk Sorry for the slow patch on that velocity thing.
Yaivenov  [author] 18 Jan @ 8:51am 
@gnt2hk Noted.
gnt2hk 17 Jan @ 9:11pm 
After even more testing, I learned that the 16" shell's velocity needs to stay under 1000m/s to have the desired accuracy. However, the 5" shells seem to be less sensitive with the velocity. They can go as high as 1500m/s but retain decent enough accuracy.

Until someone manages to mod the ballistic mechanic of the game (or if the dev changes it), the game isn't ready for high velocity guided shell as of now.
gnt2hk 17 Jan @ 9:04pm 
@Oven you need to go to the ship's file (usn_bbg_Iowa(21)), find the main guns' magazines (WeaponMagazine_406mm_1/2/3), then you will see what kind of ammo you have on.
Oven 14 Jan @ 8:44am 
How exactly do I change ammo types? I've checked the ini files, but I can't seem to find a way to actually change it. Do I change the warhead type? Or is there something I'm missing?
Decadence 10 Jan @ 9:52am 
Ahh ok, makes sense. Thanks for explaining.