Sea Power

Sea Power

Jane's
39 Comments
PeterDön  [author] 18 Jan @ 7:14am 
"Thanks for this mod. I've been looking for a mod that added in the ability for fire at multiple targets simultaneously with the Phoenix. It would be nice if you could add back in the loadout with 4 Phoenixs. It seems that the Tomcat rarely flew with 6 of those big missiles. Once source among many: https://theaviationgeekclub.com/us-navy-f-14-crew-members-explain-how-you-could-land-a-tomcat-with-a-full-load-of-six-aim-54-phoenix-missiles-on-the-aircraft-carrier/"

Check the updates...
TheCameraGeek 16 Jan @ 10:42am 
Thanks for this mod. I've been looking for a mod that added in the ability for fire at multiple targets simultaneously with the Phoenix. It would be nice if you could add back in the loadout with 4 Phoenixs. It seems that the Tomcat rarely flew with 6 of those big missiles. Once source among many: https://theaviationgeekclub.com/us-navy-f-14-crew-members-explain-how-you-could-land-a-tomcat-with-a-full-load-of-six-aim-54-phoenix-missiles-on-the-aircraft-carrier/
Batman 5 Jan @ 8:38am 
@PeterDön working now thanks for the good work
PeterDön  [author] 24 Dec, 2024 @ 1:24pm 
"I think something is broken with the SM-1R's they explode 4 seconds after launching from vessel."
Should be fixed now, and the rim-66c should have its right speed also.
Batman 23 Dec, 2024 @ 10:43am 
I think something is broken with the SM-1R's they explode 4 seconds after launching from vessel.
Parabellum 12 Dec, 2024 @ 11:16am 
SM-1MR has more range than SM-1ER, is that supposed to be the case? @PeterDön
BEAR 8 Dec, 2024 @ 10:22pm 
@myalternateself2711 im going to guess no since both mods are aimed at modding the stats to be more realistic but I could be wrong.
myalternateself2711 8 Dec, 2024 @ 4:55pm 
will this mod work with white sands realism?
BEAR 8 Dec, 2024 @ 3:36pm 
@PeterDön working thanks
PeterDön  [author] 8 Dec, 2024 @ 6:30am 
"I sub'd but it just shows up as a series of numbers on my mod manager and none of the above changes are there (in the encyclopedia at least"

It should work now
BEAR 8 Dec, 2024 @ 12:00am 
I sub'd but it just shows up as a series of numbers on my mod manager and none of the above changes are there (in the encyclopedia at least)
PeterDön  [author] 7 Dec, 2024 @ 4:47pm 
Thanks, I'll check it out
KirbyMirror2 7 Dec, 2024 @ 1:00pm 
Also, the info.ini file as of the latest version of this mod is still called "Real Mod" instead of Jane's. It needs an edit to show the new name of the mod.
KirbyMirror2 7 Dec, 2024 @ 12:43pm 
@PeterDön You have to enter a code to join the public beta.

> How to switch to the beta branch in Sea Power

Open Steam and enter your Library. Right click on Sea Power and select “Properties”.

In the pop up go to Betas and enter this code:

5YIQ0d9M0j42

You should now see the “stable – Beta branch” and can switch to it. This will patch your game.
This stable Beta branch is used as a release candidate for the public release. So any fixes will be
there available and if you like to give it a try to check if things have improved or not on your end it
would help us a lot! Thank you!
PeterDön  [author] 7 Dec, 2024 @ 12:01pm 
"Is this mod supposed to show up as "Real mod"? Because I see nothing else, apart from Jane's Redux missions."
It should show up as "Jane's"
PeterDön  [author] 7 Dec, 2024 @ 11:59am 
"It does have AGM-65B as of latest public beta build."
Ok, I can't find any beta build
boruta 7 Dec, 2024 @ 11:58am 
Is this mod supposed to show up as "Real mod"? Because I see nothing else, apart from Jane's Redux missions.
KirbyMirror2 7 Dec, 2024 @ 10:55am 
@PeterDön It does have AGM-65B as of latest public beta build.
Toby 7 Dec, 2024 @ 9:27am 
@peterDon in regards to your question for the ranges. id take the two or three ranges and set the range as the median of them.
PeterDön  [author] 6 Dec, 2024 @ 11:58pm 
"The SH-2F was already given capability to launch AGM-65B in vanilla game, so no need to duplicate that capability in the mod"

I'm sorry but the SH-2F don't have that ability in the vanilla game, only Empty, Ferry and ASW. Are you sure your'e not using a diffrent mod?

And as stated in the description, the mod is WIP
KirbyMirror2 6 Dec, 2024 @ 9:50pm 
@PeterDön The SH-2F was already given capability to launch AGM-65B in vanilla game, so no need to duplicate that capability in the mod.

The 50mi figure you are using for the RIM-8 Talos is for the prototypes and initial model, RIM-8A. The game models the RIM-8J, which has a range of 130 miles. Source: https://secwww.jhuapl.edu/techdigest/content/techdigest/pdf/V03-N02/03-02-Garten.pdf , page 6
L337RAGE 6 Dec, 2024 @ 4:50pm 
Excellent work! I can only imagine how long it took to manually change all that!
iceman18 5 Dec, 2024 @ 7:54pm 
I know that the Mk 46 torpedo isn't a Sub hunting torpedo only, it can be used against ships, US Navy Submarine service here
PeterDön  [author] 5 Dec, 2024 @ 5:04pm 
Ok, the problem with the guns are that you can't give them all the real stats. Jane's weapons for example givs 3 numbers per gun: ship-to-ship range, anti-air range and anti-missile range. A few guns has 2 values but many have just one.
What would you like I gave the guns: Max range, min range or somthing made up in between?
KirbyMirror2 5 Dec, 2024 @ 3:35pm 
@BINGOX See comments below. Incorrect stats were used for the Mk 28 gun. Still waiting for update for this mod to release.
Super Tzefa 5 Dec, 2024 @ 3:29pm 
thx for add Elettronic Warfare for RA-5
BINOGX 5 Dec, 2024 @ 5:40am 
Why does the 152mm on the galveston has a shorter range then its 127mm
axiom2000 4 Dec, 2024 @ 9:21pm 
Thanks! WIP!
KirbyMirror2 4 Dec, 2024 @ 11:42am 
From stable#101 (public beta branch) onwards, there is now a deceleration value, which is used in Kh-22 (AS-4) to slow down during terminal attack phase.
nuclearstonk 4 Dec, 2024 @ 7:18am 
RIM-66C (Block I SM-2MR) should have a range of 40nm, not 92nm
RIM-67A (Block I SM-1ER) should have a range of 40nm, not 35nm (same as RIM-2F terrier)
PeterDön  [author] 4 Dec, 2024 @ 3:07am 
I'll fix this when I get home from work. I have not modded the wp forces yet, so their guns remain unchanged.
KirbyMirror2 4 Dec, 2024 @ 2:14am 
@PeterDon been 15 minutes and it's still 19.98nm on my end. No change notes appeared even after restarting Steam.

It's same for Mk 42 and Mk 45. At least with conventional shells, it's a large discrepancy relative to Sovremenny's AK-130, which are 13.38nm in-game right now.
PeterDön  [author] 4 Dec, 2024 @ 1:56am 
You are correct, I mistakenly used the stats for the Mod 4 gun, it is now the correct Mod 2, with a range of 24000 meters
KirbyMirror2 3 Dec, 2024 @ 7:34pm 
navsource.org : "The battery was designed to fire with an initial velocity of 2600 f.s. and a horizontal range band of 2000 to 18,000 yards and to an altitude of 37,000 feet (at maximum gun elevation)."
https://www.navsource.org/archives/01/57x.htm
KirbyMirror2 3 Dec, 2024 @ 7:22pm 
The 5" 38" caliber Mk 28 has excessively long range in this mod (~20nm). I was playing a 1960s scenario where I went up against Gearings and Galveston-class. My ships had M-1M Volna (SA-N-1) that could reach out. to 16nm and were outranged by the Gearing's guns and unexpectedly lost 2 ships due to this.
pmb5801 3 Dec, 2024 @ 4:57pm 
Compliments , you are a Gentleman and Scholar to have taken this project , it is greatly appreciated .
PeterDön  [author] 3 Dec, 2024 @ 4:31pm 
Thanks, I'll check it out!
KirbyMirror2 3 Dec, 2024 @ 4:21pm 
Here is a really good book you can use for tuning the performance of Soviet surface and submarine sonar systems:

https://drive.google.com/file/d/15TmF3u-HsmpMMBC24USF8EeuwAjCmmE3/view?usp=sharing
Von Tofke 3 Dec, 2024 @ 3:19pm 
thx !