Sea Power

Sea Power

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Timeframe and Location: 1960s, 1970s, 1980s, 1990s, 2000s, Historical
Mod Type: Reskin, Overhaul, Realism
Object Type: Ship, Weapons, Sensors
Alignment: NATO
File Size
Posted
Updated
116.887 MB
12 Nov, 2024 @ 9:07pm
26 Jul @ 3:21am
77 Change Notes ( view )

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New Threat Upgrade

Description
IMPORTANT: LOAD NTU AT THE TOP OF YOUR MOD LIST!
(unless you intend to over-write NTU's extensive changes to base-game systems and units, which then load it near the top)
[you can load this before or after PELT, it doesnt really matter]


New Threat Upgrade
NTU is a rework and re-imagining of the base game's USN systems and units, alongside an extension of the timeframe from 1965 all the way to post 2000, but by no means is exclusively focused on newer or older equipment. In this mod, you can find ancient Tartar and Terrier ship loadouts, VLS equipped late baseline Ticonderoga class cruisers, mid 70's aircraft models, and so much more! This mod strives to maintain a semblance of believability in terms of systems being found in the base game, so most types of kitbashes and custom models are out of the question given their lower visual fidelity compared to base game content. This means that everything in NTU is of a high quality, and shouldnt break immersion from the base game assets.


NTU is dedicated to not only adding new content, but also re-balancing and revamping most weapons in the US arsenal to not only be more accurate but also in higher fidelity, with more nuance to the specific capabilities weapons had at the time. Gone are the days of abysmally pessimistic interceptor kill probabilities, every weapon system and ship gets a fighting chance even under sub-optimal conditions. This doesnt mean every system has been buffed though, the intent of NTU is to accurately portray both the strengths and limitations of systems as they were in service, for example; ships equipped with SM-2ER cannot fire past ~100 nautical miles unassisted due to fire control limitations, but can fire past 150 miles if you have CEC datalink to another vessel who can provide illumination, or if you're using ARH SM-6.


Compatibility with other mods:
This mod is intended to be played with the USSR side rework mod PELT, located right here!
Both mods are meticulously balanced against each other and should result an accurately expected result, sourcing from historical reports and contemporary simulators.


I will not maintain active compatibility for other mods, given that I would need to cater to dozens or hundreds of mods and their authors at all times, so NTU either will or will not be compatible with certain mods and I won't take exhaustive measures to rectify compatibility outside extreme circumstances.
Most mods will work perfectly fine with NTU, but given how over-writing currently functions there's a few categories of mods that will either over-write NTU or NTU will over-write:

This list is non-exhaustive, so be warned that large and (internally) complicated mods like NTU will have weird and unpredictable behavior with other mods that change a lot of base game files, it may work or it may brick your game, but in either case there isnt much I can do to rectify a problem like that.
A note regarding 'NTU addons:' while they may function perfectly fine in any given moment, mod authors cant be held responsible for keeping up with updates constantly, so oftentimes mods that modify NTU in some way don't account for updates, meaning their files are outdated and replacing the modern NTU files. This can cause bugs, issues, crashes and so forth, so I cannot either recommend nor disapprove of these mods given i have no clue how often they're worked on, and which ones are abandoned and which ones are not. Be thoughtful when curating your mods list.


Content List:
First off, new stuff not found in the base game:




Now for reworked base game content:




Q&A (and known problems)
Q: How do i use this mod?
A: It's a rebalance of existing systems, so those changes will be present in all existing missions, but also adds new units. New units have to be added to missions either by opening/creating them in the mission editor and replacing/adding the units, or by opening the mission files themselves in a text editor and replacing vessel names with the ship of your choice.
Q: Another mod says this mod is a dependency, what do i do?
A: Simply subscribe to this mod, and enable it in the mod menu ingame.


Q: This mod is OP! An SM-2 armed ship ate an entire missile salvo!
A: NTU's balancing scheme might seem like a significant shift from the base game due to the differing ideas on how to balance interceptor performance. NTU interceptors have their kill probabilities set to the absolute highest maximum possible PK achievable against the most ideal target type, so many missiles will have >80% PKs against these threats, meaning you will need a LOT of them to overpower a decently capable air defense warship. This is consistent with both real life test conditions, combat conditions, and certain studies about AAW performance against missiles. More modern warships have significant improvements in sensor capabilities, and significant improvements to reliability in all aspects. So my answer to your question is that the OP-ness is accurate and realistic and expected, but only in that whatever mission your playing is poorly balanced to where you do not have the tools to deal with monstrously powerful AAW combatants. Also, this reasoning also applies to eastern weapons as well, but the mod for that is PELT, not NTU.


Q: Why wont my ESSM armed ship use them automatically? Why does it fire SM-2ER/SM-6 at close range targets?
A: The fire prioritization for missiles is using the highest capability weapon against a given target, until it runs out. This leads to awkward situations where long range missiles are being used where shorter range ones would be more effective, and there is nothing I can do to fix this other than beg the developers to add a ROE panel and give weapon priorities for each individual missile type.
known issues:
  • NTU ships do not have SYR-1 antennas (awaiting developer addition)
  • VL-ASROC has a funky trajectory
  • ships will fire more SAMS than required at incoming targets, not something i can fix
  • SM-2 shows up as radio command (has no guidance but RC midcourse, achieves same effect) same as above
  • SAMs in ASuW mode within ~15 miles will oftentimes hit the water, cannot fix



Credits:
thank you to KuroiYoru_ for the hull numbers and names! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3416887270
thank you to aaaaaaaaaaaaaaaabcd for the rigging of the Mk41 VLS and concept! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3475167842
thank you to @Cookiesaurus for helping with some of the aircraft and weapons!
thank you to @cellinia_texas. for providing numerous new liveries for aircraft!
thank you to @L963 for making the CSRL on B-52G work and helping with other things!
and a huge shoutout to @valoda_ for helping with research!

please leave feedback/concerns in the comments, or contact me on the official sea power modding discord (@nuclearstonk) located right here![discord.gg]


enjoy! ^^
586 Comments
nuclearstonk  [author] 7 hours ago 
hey guys... anyone uh... have any... thoughts? about the new SAM changes? they're pretty substantial and i'd like to know if anyone has any opinions on it
xXl_RelaxoO 25 Jul @ 4:23am 
Yeah I figured as much, you can refire manually at least. Im sure they will think of something eventually, the way they implemented SAHR is a bit weird anyway imo, i like the way you did it a lot more, anyways thank you for the two best mods on the game so far! :)
nuclearstonk  [author] 24 Jul @ 4:05pm 
that may be the case, i have no current way to implement midcourse guidance AND something like automatic re-targeting or automatic self destruction after target loss with the current setup, given a midcourse SARH missile cannot exist (it must be radio command only)
xXl_RelaxoO 24 Jul @ 3:19pm 
I have a quick question since I`m trying to get into modding more and understanding the coding of the game: You have given almost all moe advanced versions of the SM missiles the MidCourseCorrection via Radio Command trait - that is why the ships dont refire on incoming missiles right? because they are still guiding the old ones? thank you
Marquavius 24 Jul @ 1:49am 
thank you!
nuclearstonk  [author] 23 Jul @ 4:35pm 
no, unless you just install NTU, which then things will probably become unbalanced
Marquavius 23 Jul @ 3:13pm 
finally, will this effect missions mods like pacific strike significantly/ will it effect mod missions and game missions signifcantly?
nuclearstonk  [author] 23 Jul @ 2:10pm 
if you use both NTU and PELT, existing missions should remain within the same ballpark of difficulty
Marquavius 23 Jul @ 1:07pm 
will this change my experiance in missions especaily custom missions by a far margin, wil it make it more difficult or easy?
nuclearstonk  [author] 17 Jul @ 10:29am 
it's a bug i haven't been able to track down, but i'll fix it eventually