Sea Power

Sea Power

Advanced Battleship Twentyone
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.
Yaivenov  [author] 10 Jan @ 7:19am 
Waves would wreck them; CIWS and RAM are a lot more delicate than 20mm Oerlikons.

Also despite my desire to do so I can not yet relocate that satellite antenna (the christmas tree) off the bow so it would be a bit of an obstruction all the same.
Decadence 10 Jan @ 4:31am 
Would you be able to add a RIM-116 or Phalanx CIWS system to the front of the ship? During the second World War there were AA guns there, and so it would make some bit of sense.
Yaivenov  [author] 8 Jan @ 7:55am 
Still the same ammo ship effect. I'm waiting on the next game update to see what I can improve. I'm also dragging my feet a bit on refactoring the entire ship file and incorporating a flight deck. Someone beat me to that. :P
gnt2hk 7 Jan @ 11:17pm 
The nuke is working?
Yaivenov  [author] 7 Jan @ 8:57pm 
Edit the 406mm magazine lines.
"usn_cal_406mm_mk150m1" should be the default and you just edit it to be whichever shell you'd like.

Note: ammo types is how I manage split battery fire.
"usn_cal_406mm_mk150m1_f"
"usn_cal_406mm_mk150m1_a"
F for fore and A for aft. If you put the same ammo in all three turrets they will work unified.
Oven 7 Jan @ 7:47pm 
Alright, I know I'm gonna sound like an idiot. But how exactly do I change shell types? I really wanna use that nuke.
gnt2hk 4 Jan @ 1:25am 
Ok so I figured out where that extra 60s after salvo came from. So actually there is a linkage between the the value of rate of fire and the value of reload time. For example, Mk-28's rate of fire is 40rd/min. Because it's a twin-gun turret, the actual rate of fire is 20, That makes the reload time 3s/round.

My dumba** put the rate of fire at 140, so 70rd/min per gun. But I only changed the reload time to 1.5s/round.....but in fact it needs to be 0.85s/round.
gnt2hk 3 Jan @ 1:34am 
I also notice this weird thing about naval guns in this game: The guns will always lead even though the target is not moving, then they will hit bulls-eye when the target is already dead (turned black in the tactical map).
gnt2hk 2 Jan @ 10:41pm 
@Yaivenov The reason I was asking is because I "replaced" the Mk-28 guns with the OTO-Breda 127mm/64 and the new 127mm VULCANO GLR/BER shells. The shells works great out to 65k range but for some reason there is a 60s cooldown period now between each salvo, and I couldn't figure out where did that 60s come from. My solution for now is having the guns firing a 12 round burst but I want them able to fire continuously like before.
Yaivenov  [author] 2 Jan @ 9:39pm 
And the language files are added so now the secondary mounts are properly described.
Yaivenov  [author] 2 Jan @ 9:04pm 
@gnt2hk Rate of fire is coded in the systems/weapons file. I was still using the original code for that so I hadn't made any new entries in the mod's weapons file. I will do that now so it'll be easy to play with and you won't need to mess with any base game stuff. I'm trying hard to make this a plug-n-play mod with no interference with the base game or other mods.
Yaivenov  [author] 2 Jan @ 8:48pm 
Ah looks like I only reduced range and not also velocity on the Mk150 shells. I will fix that. Thank you @gnt2hk and @shooter5678

@jasoriab Thank you for spotting those typos.
shooter5678 2 Jan @ 7:29am 
@gnt2hk thank you i set the range to 75km, while it still misses on moving targets, it's close enough for some splash damage to take out engines and when stationary it hits
jasoriab 2 Jan @ 6:59am 
Hi @Yaivenov

There is a small typo in in the following .ini files that define missiles: usn_rgm-109a.ini, usn_rim-66m-10.ini and usn_rim-174a.ini

The TeminalDiveDistance and TeminalAlt fields are missing a letter r in them.
gnt2hk 1 Jan @ 9:09pm 
@Yaivenov do you know how to adjust the cooldown time between each salvo? I tried changing the FireRate value of the gun in the weapons.ini but it didn't work. Thanks.
gnt2hk 1 Jan @ 9:07pm 
@Shooter5678 You need to bring down the max range to under 100k m and the muzzle velocity under 1500m/s in order to make the gun work.

The shell's file is at C:\Program Files (x86)\Steam\steamapps\workshop\content\1286220\3385644650\ammunition
shooter5678 1 Jan @ 11:32am 
hello, i'm loving the mod, although i'm encountering what i believe is a bug, i set up a guns only scenario against some sverdlov cruisers at a range of about 35 nmi and the shells are consistantly falling short in the same spot, so the guns never hit anything, any idea what's going on?
Yaivenov  [author] 31 Dec, 2024 @ 4:56pm 
Try looking at the TLAM code as it lets you target anywhere on land and then just add in vessel targetting as well.
gnt2hk 30 Dec, 2024 @ 5:54pm 
The RAM would be the closest thing to a guided shell in game at the moment. But the shell will need a guidance mode other than illumination. We don't have GPS guidance in the game yet either.
Yaivenov  [author] 30 Dec, 2024 @ 5:38pm 
I have not yet experimented with adding in missile code to the shells, or converting them outright into "missiles" with ballistic flight characteristics that are "launched" from the guns.
gnt2hk 30 Dec, 2024 @ 5:34pm 
I think I also encountered another "wall" with muzzle velocity. I noticed the accuracy will worsen once if the MV went above 1500 (at least against ships over 5000t displacement.)

Do you think adding guidance and flight stats may help overcoming the issue altogether? I know it means turning the shell into a missile essentially but it's guided shell after all.
Yaivenov  [author] 30 Dec, 2024 @ 5:04pm 
Don't worry, the old range is still in the file, just inerted under a #. As soon as the game code makes the longer range viable again it will be switched back. A lot of shells are waiting on the code to catch up, honestly. All the flavors of cluster bomb shells for instance. *grumble grumble*

As for the discord, no I'm not. I suppose I should check it out.
BLADE-IN-WATER 30 Dec, 2024 @ 1:03pm 
NOOOOOOOOOOO my max range gun is gone :( :( :( :(

But also what an evil ship this is, its brutal to try and kill, any plans to add more killing power to her???
gnt2hk 29 Dec, 2024 @ 6:13pm 
Are you on the BuOrd discord? I'd love to show you my "improvements" added to the BBG-21.
gnt2hk 29 Dec, 2024 @ 6:05pm 
You should do more testing on that. It still fell short while firing at some smaller ships. But it might be the other issue you mentioned about where the aiming point was set for each individual classes.
Yaivenov  [author] 29 Dec, 2024 @ 6:03pm 
Shell tweak done.
Yaivenov  [author] 29 Dec, 2024 @ 5:52pm 
Maybe beyond the 100k range it's bumping into the height cap for the simulation (same reason we don't have ballistic missiles or other missiles doing their ballistic mid-flights up to true altitudes, like the phoenix is supposed to go to 200k+ in an arc but in game it climbs to 90k and then flies flat.) The farther you shoot, the higher the projectile arcs over.

Thank you for that testing. I'll make a note to nerf down the extreme range shells until/if the code expands to accommodate proper function.
gnt2hk 28 Dec, 2024 @ 11:31pm 
Ok. I am gonna put those back later. I played with the numbers further. It seems the max range value is the culprit of the weird behavior. The accuracy is fine as long as the max range is set under 100k.
Yaivenov  [author] 28 Dec, 2024 @ 11:12pm 
Warhead type is relevant even if most of them are not yet implemented for projectiles. You should probably add that one back in. Presently the working types are blast/frag and armor piercing.

Fuze type is currently non-functional but I put them there as placeholders for when the game code catches up.
gnt2hk 28 Dec, 2024 @ 5:53pm 
You are not gonna believe this. I fixed the gun lol. I reduced the max range from 185k to only 85k, and MV from 2.1k to 1.4k. All shells landed on a target ranged 45nm on the first salvo.

I also deleted the warhead type and fuze type lines.
gnt2hk 28 Dec, 2024 @ 5:29pm 
What about turning the RAM into another CIWS?
Yaivenov  [author] 28 Dec, 2024 @ 5:21pm 
You could force the issue by setting the minimum ranges of weapons to the max ranges of others, but that is a huge step backwards as you wouldn't be able to use those weapons up close if needed.

Shell issues: Shell weight does nothing. It is a factor for aircraft (so the game knows how much to nerf their stats) that I tossed into the file for my own notation. For guns only muzzle velocity, max distance and CEP seem to play any role in the trajectory (dispersion being a factor of distance and CEP, and angle of impact being a factor of distance and velocity). If you want to hit targets from move above you need to use a lower muzzle velocity.

Also note that some target aimpoints are below surface level (ships). I had originally tried a 10 meter CEP for the GPS/INS shells, but it was having so much trouble hitting anything that I opened it up to 50 meters just to give it a smidge of dispersion.
gnt2hk 28 Dec, 2024 @ 3:19pm 
So basically the AI is set up in a way that it will only fire the other weapons after the ship ran out of SM-6s, instead of different weapons covering each of their range layers?

As far as the Mk-150 shell goes, I increased the weight on par with the old shells but now it fell short even further away from the target (~150-200m with 10m CEP, versus about 50-70m from your original configuration). I am going to try decrease the muzzle velocity this time see if it does anything different.
Yaivenov  [author] 28 Dec, 2024 @ 12:43pm 
Known issue with accurate shells. See limitations above.

AI only goes to RAM when it is out of other options. Another game issue, I can't make the AI switch to the closer ranged systems. It always reaches for the longest ranged option first, so SM-6, ESSM, RAM. If it is in range of RAM, but has the other options still, it use those until it can't.
gnt2hk 28 Dec, 2024 @ 12:52am 
Tried adjusting the guns' FC radar and the shell's CEP value, but the POIs of the Mk-150 are consistently short by about 50-60m regardless of firing range. Gonna try adding the weight back on see if it helps.

Also, the RAMs don't fire at all for some reason even the ship is at weapons free where there was an imcoming missile spam.
KodiakBerr3277 27 Dec, 2024 @ 10:03pm 
@Yaivenov Yeah no worries mate
Yaivenov  [author] 27 Dec, 2024 @ 9:08pm 
And v1.6.3 is out. A few small changes.
Yaivenov  [author] 27 Dec, 2024 @ 8:43pm 
@kodiakberr3277 If the tlam-n is still doing full value damage (5kt) when it hits obstructions anyways then I might as well just change it to always be the big bada boom. Thanks for the info.
Yaivenov  [author] 27 Dec, 2024 @ 8:41pm 
@gnt2hk Sorry that sounded a lot more curt than I meant it. The problem is we can't directly edit the main ship model yet. And certain things, are implement as part of the main ship model. Harpoon launchers are one of those. I've added a third pair of launchers, and I've even moved collider boxes around so there are in fact three pair of hit boxes to be shot at. But there is still only two pair visible because that's what the main model has and there's no harpoon launcher sub model for me to insert. Limitations of the current state of the game.
KodiakBerr3277 27 Dec, 2024 @ 8:37pm 
@Yaivenov Ah, well in my case targeting the enemy ship with my TLAM-Ns were a more deliberate choice on my end, as the ship was docked (or say beached) in a port. And using the Free cam indicator to mark the ship in the map so I can target another part of the ship without having to be restricted by the bad target type.

I also didn't know about the part about nuclear failsafes, though the TLAM-N in game doesn't exactly stop from dealing nuclear damage regardless :P (I suppose the game doesn't have a more sophisticated fuze logic. Which is a shame really, but it's probably for the best). I respect the artistic choice for the representation of the fail safe (But I'll probably change it myself for my conveniece). Thanks for the response!