Sea Power

Sea Power

Operation Baltic Freedom – Mission Pack [NTU Version]
21 Comments
Kasper 20 Apr @ 3:57am 
Great mod. But the first mission 100% needs rebalancing. Way too many air assets for the two ships to deal with. Either lower the amount of air assets from opfor. Or the configuration of the task force needs editing. Either with more SAM's or with air assets from NATO countries like Denmark Or Norway.
FrankBlack 31 Mar @ 8:06pm 
How can I edit this to make some of my own custom tweaks? I cannot find this file anywhere in the streaming assets folder to import into the scenario editor.
Gnawgeny Prignawzhin  [author] 18 Mar @ 5:54am 
Rebalance and rework will soon commence here once the Vanilla Version is up to standards. It just got updated and is now aviable once the feedback turns in i gonna polish it and bring the NTU Version to this Point too! Thanks for Playing!
Evil Biting Ball of Fluff 18 Mar @ 5:46am 
Great 3 missions! Played all till the end even thought:
- There were very long, with long distances a ton of enemies.
- My PC struggles, single digit FPS with my old i7-11700K with 32 GB of RAM and not so old RTX 4080 Super.

I hope Sea Power improves on missions with tons of units at the same time, game is smooth until it isn't.
Artruis 17 Mar @ 3:02pm 
might wanna think about rebalancing this mission - the surface task force doesn't have the magazine depth to deal with all the air attack in mission 1 no matter what unless you get exceptionally lucky and don't miss. is there a ship with deeper magazines than the virginia? maybe the tico? or replace the OHP with a tico?
Tomahawk109 19 Feb @ 8:37am 
Great scenario. I have two questions, one is does Phase One's enemy air assets behave differently on each playthrough? In some playthroughs, the enemy sent waves after waves aircraft towards Task Force vanguard, while in other times they simply gave up after 2-3 waves. The second is the game can crash when I try to manually ID some aircrafts over Baltic Seas or Airbase as hostile, which can be annoying as the game don't have SL functions at the time
sans_qualms 18 Dec, 2024 @ 10:26pm 
Yeah, turns out my issue was a bug in the beta branch, they fixed it yesterday.

I do run the PELT mod, but I haven't had any issues with russian air assets. Maybe try the beta branch with the fix for my issue? there's a steam thread about it somewhere.
Gnawgeny Prignawzhin  [author] 18 Dec, 2024 @ 3:53am 
@sans_qualms - I got the same issue with Russian air assets tho vanilla or modded so I gotta see if it’s mod related. You installed and using PELT Mod?
sans_qualms 17 Dec, 2024 @ 12:47pm 
Yeah, it seems like all NATO airbases are empty/unusable for me currently, modded scenario or vanilla. I'll try to let you know if I figure out the issue.
sans_qualms 17 Dec, 2024 @ 12:39pm 
@Psycho Yes, but it seems like it's definitely an issue on my end, probably some other mod. Thanks so much for checking tho!!!
Gnawgeny Prignawzhin  [author] 17 Dec, 2024 @ 8:22am 
@sans_qualms I checked the issue and couldn't replicate it. Mission 2 got a fully functioning Airbase, you got all required mods in the correct load order?
Gnawgeny Prignawzhin  [author] 16 Dec, 2024 @ 8:45am 
@sans_qualms I will have a look at it as soon as possible
sans_qualms 15 Dec, 2024 @ 4:50pm 
I haven't yet played it all the way through, but is the airbase in the second mission supposed to be empty and unusable? Can't even land anything there.
DannyBoy 15 Dec, 2024 @ 12:58am 
Fun scenario. I guess I am still a moron at this game though. So 800 fighters are deployed at me. A russian AWACS which is impossible to shoot down. And two ships emptying out their useless AA misiles in an instant.
I got the Kilo sub though. :D
Gnawgeny Prignawzhin  [author] 15 Dec, 2024 @ 12:44am 
I have edited the Required Workshop Content. It works with this list too. Which is a little better in managing but i would keep the NTU with Vanilla version together just to be on the safe side in the list!
Gnawgeny Prignawzhin  [author] 14 Dec, 2024 @ 11:49pm 
I'm glad yall like it. Ill have a look at the Dependency list! I added all the mods i had active while converting the vanilla missions i made to this NTU version to be sure that itll work for you all
sans_qualms 14 Dec, 2024 @ 10:23pm 
Also, if you're only using NTU carriers in the missions, I believe you only need the NTU Full Capability Carriers mod (going off of what that mod author said in comments)
sans_qualms 14 Dec, 2024 @ 10:17pm 
The person who made the full capability mods put out a combined US pack, with all us carriers in one mod. If it works here, it might be useful to shorten the dependency list a bit.
Jehmimah 14 Dec, 2024 @ 9:07pm 
Hot tip for the first mission: firing torpedos in automatic mode (i.e. right clicking directly on what you want to shoot at) sets depth to 250 feet. You may want your torps to run more shallow, so manually firing (clicking on a point in space where you expect the target to be) will set them to run at 110 feet.

There is no feature to set torpedo depth at the time that I am making this post, although I expect it will be added later in development. You may need to keep this in mind for the first mission.

Another tip: it can help to have more than one air search radar on, reduces the chances that things sneak through and is fine so long as you believe your position isn't concealed anyways.
Fall Risk 14 Dec, 2024 @ 7:21am 
I can already tell this is going to be good because of how much effort you put into the description/brief. Time to get some coffee ready.
Gnawgeny Prignawzhin  [author] 14 Dec, 2024 @ 4:35am 
Reuploaded due to a Filesize bug while uploading the Mission. (It uploaded my whole mission folder with everything instead just this Mission folder! Nice Work!)