Sea Power

Sea Power

White Sands Realism
267 Comments
Lolman345  [author] 28 Jun @ 9:42pm 
@Komrade Yanouchka it is currently in the process of being re-written due to updates.
Komrade Yanouchka 20 Jun @ 3:43pm 
The mod is causing the KH-22 (AS-4) to not engage their target. Will you be able to update the mod anytime?
Lolman345  [author] 25 Apr @ 11:43am 
@nuclearstonk Given that I have not updated the mod in almost 3 months, yeah its out of date.

I'm currently not in a position to update it due to my work life, it will be updated when that is no longer a issue.
nuclearstonk 25 Apr @ 11:38am 
this mod is rather outdated with the most recent updates, i recommend looking into either updating this mod or reducing the amount of vestigal ini files that carry technical debt with prior game version bug fixes
Pulkzestörer 28 Feb @ 9:18am 
Ok thanks
Lolman345  [author] 28 Feb @ 7:36am 
@Pulkzestörer that is a vanilla value, GBUs have not been modified by WSR.
Pulkzestörer 28 Feb @ 4:10am 
Does this mod limit the GBU-10 to a maximum of 30000ft?
Lolman345  [author] 23 Jan @ 2:40pm 
@King Homer as of now everything should be functional for said patches, as stated I've got a number of IRL things going on which is keeping me from making updates for mods as of now.
King Homer 22 Jan @ 10:38am 
Are you planning to update the mod in light of the latest patches? :)
Lolman345  [author] 19 Jan @ 9:49am 
@Alexander690 Odd given I did slightly increase the RCS size of all ASMs in general, I'll check it out and see if anything is wrong with it as of late.

I am sadly currently engaged with IRL dealings so updates in general to WSR may take a bit.
Alexander690 18 Jan @ 3:36am 
Could you look into the silkworm missiles' RCS, because They cant be detected with radar only visual, it makes them very overpowered for what they are.
Lolman345  [author] 7 Jan @ 6:14am 
@King Homer should be easy enough to implement, I'll look into it.
King Homer 7 Jan @ 1:08am 
Would it be possible for you to adjust drop heights of bombs? I was trying to use the B-52 with Mk82s and their maximum drop height seems to be set at 15.000 ft - however I can have bombers only fly either at 10k or 20k ft. It's kinda silly having to fly as low as ~3000 m with B-52s for carpet bombing...
Lolman345  [author] 6 Jan @ 10:19pm 
@joness42 such is already noted in the description.
joness42 6 Jan @ 3:06am 
Are WSR and NTU compatible?
Is there a preferred load order?

I look forward to playing with this mod, thanks.
Lolman345  [author] 5 Jan @ 1:06pm 
@myalternateself2711 WSR does not currently add new AGM-65s, it only modifies the base AGM-65B, and currently it is using the original vanilla minimum range of 0.01 NMI.
myalternateself2711 4 Jan @ 10:14pm 
If you're the one who added AGM-65's, you need to set a min range on it
jasoriab 3 Jan @ 9:43pm 
OK, thanks @Lolman345 :steamthumbsup:
Lolman345  [author] 3 Jan @ 3:08pm 
@jasoriab Darn it I thought I got the as-4 typo, must not have saved the file. The ABs will be coming in the future.
jasoriab 3 Jan @ 10:37am 
Thanks for fix the typos @Lolman345 :steamthumbsup:

Have you been able to check the afterburner visible in the SS-N-12 and SS-N-22?

And there is one file left to correct the typo, wp_as-4.ini
Hogthunder 2 Jan @ 4:44pm 
Yep, turned out it was the mission as its a bit older
Lolman345  [author] 2 Jan @ 3:12pm 
@Janus That is something I've been working on fixing as of late as well, this is due to the new popup distance and the autopilot not taking into account the new, longer range. It still thinks its starting it's popup at 1 NMI.
Janus 2 Jan @ 9:48am 
I'm not sure if this has already been reported. But since the last update of the game my Harpoon missiles have began behaving oddly like popping up and diving before reaching the target and then continue sea skiming until hiting an enemy side. But if I turn off this mod the problem gets solved. So I wondered if you could check on that and correct that if possible, please. As I love your mod.
Lolman345  [author] 2 Jan @ 9:34am 
@jasoriab yep, no problem, I'll correct those as well.
jasoriab 2 Jan @ 7:26am 
I just found out that there are more files affected by the same error, so it is clearly a bug from previous versions of the game, which has already been fixed in the latest version as of today

The other files are: usn_agm-65b, usn_rgm_109c, wp_as-13, wp_as-4, wp_ss-n-19, wp_ss-n-3, wp_ss-n-7 and wp_ss-n-9


Some lines are currently commented, but it is better to correct it in case you use it in the future.

And yes, there are more mods affected. I have notified the creators of the ones I have discovered that also have this same error.
Lolman345  [author] 2 Jan @ 6:00am 
@jasoriab good catch, have not actually done anything to the SS-N-12 yet so this would be another vanilla bug from a while ago.

Will also see about adding the afterburner effect as well.
jasoriab 2 Jan @ 4:09am 
And a request, could you add the afterburner effect to the SS-N-12 and SS-N-22 as it appears in this mod?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3384029046

This way I can keep the white sands mods on both missiles, but with the afterburner active.
jasoriab 2 Jan @ 4:02am 
There is a small typo in the wp_ss-n-12.ini file

The TeminalDiveDistance field appears instead of TerminalDiveDistance (it is missing an r)
Lolman345  [author] 1 Jan @ 6:13pm 
@Hogthunder loaded up WSR + NTU and still have 6 harriers on my Tarawa so I'm guessing it must be another mod.
Hogthunder 1 Jan @ 3:54pm 
hhmm, probably a different mod then
Lolman345  [author] 1 Jan @ 3:22pm 
@Hogthunder I have straight up not modified the Tarawa at all
Hogthunder 1 Jan @ 2:57pm 
Did you remove the Harriers from the Tarawa Class?
WarCrimeTime777 30 Dec, 2024 @ 7:22pm 
Thanks for the info on the sparrows. This is a great mod!
Nissan Al Gabe 30 Dec, 2024 @ 12:28pm 
Sounds good, just noticed the difference while playing and got curious. Thanks for your hard work on the mod!
Lolman345  [author] 30 Dec, 2024 @ 6:27am 
TLDR, the UGM-84 will get something done to it when I dig up better documentation on it.
Lolman345  [author] 30 Dec, 2024 @ 6:27am 
@Nissan Al Gabe I have not modified the UGM-84 at all currently as it is it's own development and not included in the harpoon document I was using. I will add the attack profile later on as it should be identical, however, I'm currently trying to find more info in general on it before bringing it to the standard of the other Harpoons. The USN sub launched ASMs in general are a pain to find info on due to them being removed from service in 1997 and not really used at all in actual service. Also debating on having them being UGM-84Cs rather than As due to how the UGM-84A seems to be extremely rare in actual USN service, which also throws a bit of a wrench into things since its got a different autopilot setup with no popup and possibly airframe modifications as well.
Nissan Al Gabe 29 Dec, 2024 @ 10:46pm 
Does the UGM-84A not have the same attack profile as the A/RGM-84A?
Lolman345  [author] 29 Dec, 2024 @ 5:46pm 
@WarCrimeTime777 If you aren't using the AIM-7M don't expect much of sparrows, the E and D have very mediocre stats both here and in vanilla, they are slightly improved over vanilla but only the M can reliably hit targets that are actively evading and deploying countermeasures / jamming.
WarCrimeTime777 28 Dec, 2024 @ 10:03pm 
Hey, so every single sparrow my planes have fired so far has been jammed or decoyed from the start. is that the base game or this mod? I love the changes for the other missiles and whatnot, just getting frustrated
agranel 27 Dec, 2024 @ 2:42am 
Thanks a lot.
Astrolis 27 Dec, 2024 @ 12:21am 
thank you for the constant updates. love your work. thank you.
Lolman345  [author] 26 Dec, 2024 @ 8:09pm 
Unmodified ASMs culled, if other examples of this pop up please let me know so I can either cull or repair the file.
Lolman345  [author] 26 Dec, 2024 @ 8:04pm 
@sjames.sj75 Neither of those missiles have had any changes to them from vanilla, but it looks like those were errors that were made by the devs in the past so I'm just going to cull those files for the time being, along with a few others since they are still being updated by the devs. This goes for all ASMs in general, bar a very select few that I've modified, like the AGM-84 and BGM-109 and Granit. So I may just cull all the ASMs until I get around to modifying them.
sjames.sj75 26 Dec, 2024 @ 5:22pm 
There is a spelling error in as-4.ini and possibly as-6.ini where terminal is spelled teminal in the TerminalDiveDistance line which causes those missiles to not nose over until they are over the target
Lolman345  [author] 26 Dec, 2024 @ 11:47am 
@tacit rainbow SPY-1 stats are vanilla bar the number of targets they can track, this would be a vanilla issue if such has arisen.

Moskits themselves are also unmodified.
tacit rainbow 26 Dec, 2024 @ 5:32am 
For you to do the math: for now Moskit missiles are detected only 1 by 1 - you can not detect the second untill you destroy the first. Perhaps this is due radar low altitude z-axis resolution, but should this be a case for, at least, AN/SPY-1? To reacreate this issue just make enemy ship launch Moskits at your Tico
Lolman345  [author] 25 Dec, 2024 @ 10:22pm 
@King Homer torpedo stats are not modified by this mod as of now.
ser43.Grd 25 Dec, 2024 @ 3:04pm 
Thx for the update and merry Chrismas:steamthumbsup:
King Homer 25 Dec, 2024 @ 1:16pm 
Thanks for the update on the mod.
I ran into an issue with the Mk46 torpdoes, they seem to be unable to track enemy subs even when dropped directly on them.
I tried to get a Charlie doing 15 kts and the torp was just ignoring it, despite having an "active track" (green line). And is 36 accurate when it comes to the search velocity?
Lolman345  [author] 25 Dec, 2024 @ 11:07am 
@jasoriab Np, and merry Christmas.

I'll have a full capacity upgrade for Big E sometime in the future as well.