NavalArt

NavalArt

Modern European Parts
28 Comments
Volker Racho  [author] 15 Dec, 2024 @ 4:48pm 
I'm currently busy with other stuff and don't know when I will do the next update, but the next update will probably be on Type 702.
Volker Racho  [author] 6 Oct, 2024 @ 5:15am 
I didn't include it, because I use the M4/1Du from Ponaproni's European Radar Set as it was used on F120 Köln-Class. Looks basically the same.
逼之巨人AGUL 5 Oct, 2024 @ 8:00pm 
I think the parts of the F123 Brandenburg-class frigate may be missing a STIR-180 fire control radar.
Volker Racho  [author] 15 Sep, 2024 @ 7:36am 
I'm currently working on some other parts that are still missing and I don't know yet what will come next or how my schedule will interfere with future updates. Feel free to leave a suggestion but I cant make any promises.
逼之巨人AGUL 15 Sep, 2024 @ 5:50am 
After the components of the F123 Brandenburg class are updated, do you have any plans to update the components of other European navies?
eggmarlin074 1 Sep, 2024 @ 6:08pm 
thanks, i can now use the rbs-15.
Volker Racho  [author] 25 Aug, 2024 @ 10:16am 
Are you sure about RBS15? I can use it without any problems, but I reuploaded it to make sure. I currently don't have any plans on making soviet parts in the near future.
eggmarlin074 24 Aug, 2024 @ 10:23pm 
the rbs-15 is missing and please include make something like "cold war soviet parts"
Pidgi 24 Aug, 2024 @ 6:46pm 
not sure if this is possible with how the game works but could we get an OTO Melara 76mm that functions as 'light' AA and CIWS? I know there's plenty of mods adding the gun so far (and a vanilla version) but all of them have a flak version and a CIWS version, but none have been a light AA and CIWS together that I've seen
Volker Racho  [author] 2 Jul, 2024 @ 11:15am 
I'm currently working on K130 parts, but I'm pretty busy so this is probably going to take a while.
逼之巨人AGUL 1 Jul, 2024 @ 7:22pm 
Do you have any plans to make parts for the F123 Brandenburg class? For example, SMART-S radar, STIR-180 fire control radar or GE LM-2500 CODOG power components?
AlphaPanzer01 3 Feb, 2024 @ 8:56am 
I see, thanks for the heads up there :steamthumbsup:
Volker Racho  [author] 3 Feb, 2024 @ 7:01am 
No, I only included it as a decoration, since the radar is located in the chimneys. The mast is mainly electronic warfare. I might change that in the future, because i want to rework the model as I'm not happy anymore with it
AlphaPanzer01 2 Feb, 2024 @ 10:33pm 
Hi there, I'd like to ask if the F125's communication mast is intended to be used as a radar mod or not
Volker Racho  [author] 6 Nov, 2023 @ 7:05am 
Thank you :steamhappy:
톤톤정 6 Nov, 2023 @ 12:18am 
Lovely MOD :)
Volker Racho  [author] 11 Oct, 2023 @ 1:28pm 
I updated the 2nd model. Collision should be working properly now
AlphaPanzer01 11 Oct, 2023 @ 9:33am 
It seems that the 2nd F125 funnel's collision model is placed wrongly
anyway, thanks for updating those F125 modules!
Volker Racho  [author] 13 Nov, 2022 @ 2:15pm 
Thank you very much:cozybethesda:
SovietCheeze 11 Nov, 2022 @ 5:51am 
Excellent mod! Modern 324mm lightweight torpedoes were badly needed
AlphaPanzer01 17 Oct, 2022 @ 10:18am 
oh I see, thanks for the workaround tip
at any rate, thanks for your hard work!
Volker Racho  [author] 17 Oct, 2022 @ 7:28am 
I was able to narrow down the problem to the modern bridge or the modern mast, that cause the parts to miss. I don't exactly know what the problem is and rebuilding the mod didn't help it yet...

As a workaround for me I removed the bridge and mast from my ship and added them new, this made the missing parts reappear.
AlphaPanzer01 16 Oct, 2022 @ 7:02pm 
Ok so I just retried, it seems that the mod conflicts with some missile mods from Skanct I think. To be more precise, it's either AIM-120 NASAM or Sea Cat
Volker Racho  [author] 16 Oct, 2022 @ 3:52pm 
What parts cause the problems? I couldn't find parts that are colliding when I installed these mods.
AlphaPanzer01 16 Oct, 2022 @ 6:19am 
It seems that the mod may conflict with some other mods that I subscribe to, namely the Assorted Mod Pack and German Director (and Radar for that matter) mods. It causes parts (mostly the hull blocks) to disappear
tallison1 10 Sep, 2022 @ 2:09pm 
I had a look at both navweaps and https://weaponsystems.net/system/457-127mm%20Allegerito- and it seems some of the aa stats just haven't been updated from the 54 to the 64. The shorter range quoted is often effective range rather than the actual maximum aa range. The 27mm seems more optimised for aa than say a bushhmaster or ds30 given its relatively high fire rate, ability to track and accurately fire at missiles (rather than blind fire only suited against aircraft) and elevation, as german vessels have primary missile ciws, and less guns. its more of an all rounder same as something like nexter while the british and german vessels have seperate ciws guns and anti speedboat/surface guns which
Volker Racho  [author] 10 Sep, 2022 @ 1:18pm 
Thanks for the appreciation :Khappy:. I'm still working on the balancing and didn't want to make the 127/64 to OP with anti-air, because of it's large 120km range.

I primarily considered wikipedia and http://www.navweaps.com/Weapons/WNIT_5-64_LW.php as well as http://www.navweaps.com/Weapons/WNGER_27mm-145_mlg27.php for the weapons stats.

My plan for the MLG 27 was actually to use it as ground focused secondary gun, since it's main purpose is against close speedboats and it's actual aa-capabilities are very limited, but I run into some problems with the AI aiming the weapon as a secondary.
Using it as CIWS was actually not really thought out from me. Right now I'm not really sure where I want to go with the gun and added it for the sake of completeness... Maybe when the main game receives an update and a CIWS can aim at surface targets too, but I will improve the stats in the next update so the 27 will not be completely useless right now.
:cozybethesda:
tallison1 10 Sep, 2022 @ 12:48pm 
I believe the 127mm/64 has an aa range of 9km irl like the in game US mark 45 and that the 54 Oto Melera.caliber with 7km in game has an aa range of 8.6km, before the caliber length extension . The 27mm gun range seems a bit underpowered- maybe between phalanx and ak-630 range would be more realistic, quoted figures are effective range which will be lower because of its rate of fire vs those weapons but apparently aa ceiling is 4km. Great mod !