Sea Power

Sea Power

Advanced Battleship Twentyone
Yaivenov  [developer] 18 Dec, 2024 @ 9:38am
(Verbose) Version History
=== V0.GoldLeader108 ===

VLS Iowa originally kitbashed together by GoldLeader108.
5"/54 cal turret swap also by GoldLeader108.


=== V1.0 ===
I split the main batteries fore and aft so they can be targeted independently against two different targets, or one without the other (such as when shooting in chase). This is also possible with the secondary batteries split port and starboard, however in the interest of an overcrowded weapons tab, and because the secondaries have been further reduced from 6 to 4 mounts, I've left the secondaries unified for the time being. The ammunition files to enable split fire for the secondary batteries are included and to do so you only need to rename the relevant ammunition magazines.

Initial selection of advanced weaponry (RIM-66M-10, RIM-174A)


=== V1.1 ===
Tonnage was reduced from 58,000 to 53,000 to account for historical changes from refits. Speed bumped to 35.1 knots reflecting speed gain experienced by NJ after lightening. Horsepower reduced to correct levels (212,000shp+20% over capacity).

Mark-46 RAM has replaced 5" gun mounts 51 and 52. Mount magazines partially repurposed to RIM-116 storage with the remaining shells available to the other gun mounts.

RIM-116 given an RF home-on-jam capacity to help approximate the dual seeker design.

Re-balanced missile counts in the Mark-41 VLS after examination of the real life refit proposals to see how many cells could fit in this particular rebuild. The aforementioned proposal offers a pair of 16 cell launchers in the forward quadrants and a pair of 32 cell launchers in the aft quadrants. Considering the current vismodded game model shows them as equal size and square, not rectangular, I made them all 36 cell launchers (6x6). Known Bug: The launches will look "lopsided" from the quadrants because of the single-ammo-per-magazine bug with all the weapons of a single type coming from a single quadrant.

Current load-out is: 8 TASM stbd-bow quad, 16 TLAM port-bow quad, 16 SM-6 stbd-aft quad, 88 SM-2 M-10 port-aft quad.


=== V1.2 ===
Upgraded SPS-48E to model G(V)1. No vismod needed. Only slight gains in capability since this version was really about simplifying and miniaturizing the system, not exact qualities simulated in the game.

Upgraded the SLQ-32 to model SLQ-32(V)7. Stat only, still needs a vismod since 7 is actually different from the previous versions. Turns out the stock version wasn't even covering all the bands the original SLQ-32 could. Open sources indicate SLQ-32 started out 250MHz-5GHz, and has expanded up to 40GHz, with (V)7 adding attack capability. This covers radio bands UHF, L, S, C, X, Ku, K, and Ka. VHF not included because 250MHz is only partially into that band's top end.

ESM module updated to match the SLQ-32(V)7's receiver bands, because ESM and ECM are combined in the SLQ-32 system. Antenna/receiver game was estimated based on general familiarity with radio theory and systems; basically I guessed based on the size of the antenna in open source pictures.

=== V1.3 ===
Added a pair of Nixie towed torpedo decoys, one streams to 400 meters and the second streams to 600 meters.

=== V1.4 ===
Found and added missing values for the ECM system. Took back one knot of speed to account for weight regains, current top end: 34.1 knots. Value for cone arc of the offensive jamming is not working yet.

Upgraded the SPS-67 to AN/SPS-67(V)5. Increased max altitude from 500 to 1350 on the system to represent the antenna elevation ranges going from 12 to 31 degrees.

TLAM-N. N, for 'Nuff said. New current VLS loadout: 52 SM-2 M-10 stbd-bow quad, 52 SM-2 M-10 port-bow quad, 16 SM-6 stbd-aft quad, 24 TLAM port-aft quad, and 8 TLAM-N in the Armored Box Launchers. Dropped TASM and TLAM for now because of control bar crowding and because TASM acts dumb in its current simplified state.

Reimplemented Armored Box Launchers #7 and #8 to exclusively house TLAM-N. The firing declay will give the play the chance to abort any accidental launch, and because roleplay "The VSL cells aren't secure enough for Special Ordnance." Because of the way ABL bases work I superelevated the VLS cells to occlude the occupied launchers. This also brings the vismod more in accordance with the true height of the strike sized Mk41 cells.

Damage Control Team count increased to a more realistic 7 (CVN's in the real world get 10.)

Second noise-maker deployer added to the starboard side of the ship. Ready ammo increased to 2. Hitting noise maker twice in a row will throw first left, and then right. May have to remove system to make control space.

=== V1.5 ===
Added point detonating version of the Mk147 heavy high explosive projectile.

Added third pair of harpoon launching Mk141 launchers. The launcher models however are integral to the ship's model and can't be readily vismodded, yet. You have the missiles, but not the looks, sorry.

Added RIM-162 ESSM. 12 VLS cells allocated from SM-2 to ESSM, giving 48 ESSM interceptors loaded. New VLS loadout is 48 ESSM, 92 SM2, 24 SM6, 24 TLAM. Missiles in other launchers: 24(4x6) Harpoon, 8(4x2) TLAM-N, 94(21x4) RAM +2 reloads per launcher.

Chaff controls obscured on the bar but still actionable via the unit menu.

Added a second pair of RAM launchers in the old 40mm bofors gun tubs on the fantail. Set RAM to fire in salvos of 3 missiles as per real life.

Nixie decoy upgraded to AN/SLQ-25C. Passive sonar ability not modeled due to game limitations.

=== V1.6 ===
Added backup air search radar in the form of the SPS-52C on the aft mast. This provides some redundancy against battle damage and supplements the SPS-48G in capacity to a small degree.

Additional pair of target illumination radars and their associated platforms added to the aft smoke stack. Target illuminators upgraded from SPG-51 to SPG-62. Adjusted rest positions for amidships Mk-37 fire directors and SPG-62B target illuminators. Approximating the time share illumination between multiple targets by altering the number of targets the -62 can illuminate at once. The SPG-62B is a fictional designation.

Ship re-classified to hull type Guided-missile Battleship, BBG.

=== V1.6.1 ===
I have attempted to limit the range of motion for the illuminators so they can't beam through the superstructure but those functions don't seem to be...functional. Because I can't occlude illuminators I've down-rated the upgrade from 4 targets and 4 missiles per emitter (simulating time sharing of illuminators) to 2 targets and 3 missiles.

Removed weapon channels from the search radars. Now the ship can only guide the appropriate number.

=== V1.6.2 ===
Mod updated for game patch, CEP code lines removed from RIM-66/116/162/172.

Missing passive sensor bands added to a couple of them.

RIM-162 ESSM mesh reverted back to RIM-7 mesh until I can figure out how to scale down the SM-2 mesh. ESSM basically looks like a half-sized SM-2.

Missile loadout adjusted once against because of technical limitations: 1, I can't get the fire control to not use the SM-6 on point blank targets instead of ESSM or SM-2. 2, that darn control bar. Because of this the 144 Mk-41 VLS tubes are loaded with 128x SM-6 and 64x ESSM (quad packed). You'll still probably have to force the system to use ESSM when appropriate but at least you don't have to worry about the SM-2 versus SM-6 issue anymore.

=== V1.6.3 ===
Added RWR component to the SLQ-32 system.

Added back 2000 tons to account for equipment gains.

TLAM-N explosion effects set to the big boom across the board since it always does full damage no matter what it hits.

=== V1.6.4 ===
Testing by gnt2hk determined a code limitation on shells fired over 100km (causes bugs with dispersion) so the Mk-150 shells have been range limited to 99km for the time being with a note to restore range when/if the code catches up.

=== V1.6.4.1 ===
gnt2hk and shooter5678 reported continuing bugs with the mk150 shells so the muzzle velocity has been reduced to try to fix it. Same as before the old values were saved for when the base game code allows full function.

jasoriab spotted typos in a few missile files on the terminal flight lines. Typos corrected.

=== V1.6.4.2 ===
Custom gun systems for the 16" and 5" guns, and associated language entries

=== V1.6.4.3 ===
Reduced velocity of the Mk150 shells to 999m/s until the accuracy bugs in gun systems is resolved. Restored the intended 100nm range.
Last edited by Yaivenov; 7 Feb @ 10:59am
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Showing 1-3 of 3 comments
Anxiety Gaming 20 Dec, 2024 @ 12:47pm 
Fantastic work so far. Loving these changes.
Yaivenov  [developer] 20 Dec, 2024 @ 12:55pm 
Originally posted by Anxiety Gaming:
Fantastic work so far. Loving these changes.
Thank you, and quite the timing. I just posted a new update.
Tour guide on the USS Wisconsin (BB-64) here. This is the first I’ve heard of the 90’s upgrade for the Iowa’s having the amount of VLS cells you’ve given the ship. Considering the top weight issues this would cause, I highly doubt they would’ve had that many. Might want to add Bushmaster 25mm auto cannons (one per side) one deck down next to the RAM launchers as both the Wisconsin and the Missouri sported them during Desert Storm
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Showing 1-3 of 3 comments
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