@@CASA-dy4vsConsidering the First Burke was commissioned in 1991, and the Union collapsed in the tail end of 1989, less than two years. I think it’d be true
I find it amusing that you can’t make a balanced yet realistic naval game post 1986 cause NATO just becomes absurdly OP and wrecks the balance by default.
@@yester8039they absolutely could win an engagement and if you think they couldn't, you don't know as much as you think you do. The outcome of a naval engagement depends on a boatload of factors, not just the platforms in question. Would my money be on the USN? Yes, but that doesn't mean it would be a save bet without any risks.
@@NPC_-mf4dw its not about USN vs Russia, its about Nato VS Russia. Italys Navy alone would be a HUGE tread to russia, the same goes for France. Both have carriers, both have enough support for their own carrier strike group + Submarine support. if you combine all navys of Members states from the EU, Russia Couldn´t win that fight period. But all EU Navys + USN vs Russian Navy would be one sided clearly. their is no debate about that.
@@Lary-xg2un That's all completely irrelevant. The scenario is "an engagement". That can mean anything and Russia absolutely would have a chance to win engagements, generally speaking, especially with submarines involved. Denying that only shows bias, ignorance and lack of subject matter expertise.
The Tomahawk ASM or TASM for short, was very short lived in real life, because identifying and targeting ships at distances of several hundred miles were beyond fleet capabilities back then. As the TASM was a subsonic weapon, a high-speed ship could move quite a distance during a long-range missile attack. So the accessibility of this missile should be limited in time, as it was not a mainstay in the US navy. It was very short lived. With regards to NATO becoming to superior with this mod... I think this is a well-established fact, that our fear of the great Read Bears naval and air capabilities at the height of the cold war was greatly exaggerated.
IDing ships was absolutely within US Fleet capabilities at the time, they had entire networks of White Cloud ELINT satellites and EP-3 aircraft to passively track and identify Soviet ships, including finding non-emitting ships within formations through the bistatic reflection of navigation radars and SATCOM uplinks.
@@forcea1454 not even counting US subs will literally sit at the entrance of their naval port and listen to all the fleet movement and even tail soviet submarines.
and the SOSUS warning system, we had, the entire planets oceans wired for sound with microphones. and on a data-link so any us ship could use it via satellite uplink.
@@josh_jc_chengI don’t know what you are on but ports are much better protected plus search up Indian Pakistan war in 1971 and even then soviet submarines could sneak up on us ships, it is just a myth that Soviets subs were that much louder
I do t really know where you found out that soviet navy wasn’t a force to be reackoned with, but if you are thinking that due to that status of Russian navy nowadays then you are mistaken, today a lot of components is underfunded and only some ships are fully combat capable, then Soviets had much more ships and all of them were fully combat capable and ships
I love Lore Accurate USN. The technological back and forth was finally out at an end with the NTU program, especially with the Tico. Now fighting a Kirov isn't so bad when you've got a Tico.
The Kirov is the modern-day Tirpitz. Sure it could it be a threat if left to run free. But in reality they would be watched a day and night and sunk if it showed the smallest sign of attempting to leave port.
This mod demonstrates why the devs chose their end year as the “latest” year of ships in the game. At this point was when the Soviet Naval power was closest to parity with the US, and even then the Devs had to add a couple fictional units to allow the Soviet Union to perform anything other than defensive action at sea in a campaigns scenario. (Which Tbf, was their actual naval doctrine) Any later than this date you start to have a couple compounding issues stacking against the Soviets. The US navy completed development and began deployment of many of their weapon systems specifically in response to Soviet AShM threats, and the Soviet Union began running into money problems, meaning at this point they literally could not afford to upgrade any of their own systems in response.
i tought the same, but still a lot of cool stuff, Maby we get a 1995 or 2000s dlc with a coupel of USSR paper concept, the problem is USSR after the 1980s was always on the downside.
It is a shame what happened to the USSR and the conflicts after that, but also it hindered weapons research and now most games depict 1980s and after that the USSR was a mess. And in my opinion it is not that bad that devs added those projects that never happened like Orel class carrier to missions where Soviets are like invading US because that was never their intent and their whole fleet was mostly structured around operating in the close vicinity of Europe or the land of their allies
@@lodickasvlajeckouYeah, Soviet’s main offensive force was their ground forces, large tank assaults with mobile anti-air systems following them. Their Air Force and Navy was more of a defensive/reactionary/supporting force. The US on the other hand has the capability to bring their full force to bear wherever they go
@@danielross7983 I do think it would be fair to go past that "end date" using PLAN ships. Although I think IRL we still have an unfair advantage over the PLAN (do not believe their propaganda), but they have VLS and deploy in greater numbers than the Soviets or Russian Federation and will provide a greater challenge than the Russians.
Given when a lot of the game's own scenarios are set I'm pretty surprised that at least USS Bunker Hill herself is not in the base game, commissioned in '86 with VLS and a lot of the game's missions are 86/87 with some in 85. I'm guessing it was for scenario 'balance' on launch and I'm fairly confident we'll see them in the base game before long. It's great that the comunity has stepped in with mods though!
Nah, it's just that the game's cut-off year for vessels is 1985, and I don't think there are any exceptions to that rule (unlike weapons, in which there are some weapons present in-game that entered service past 1985, like TLAM-C and SA-N-9 naval Tor).
Modding scene has gotten an excellent start. I hope more and more modern ships get added. The stuff that we have right now is extremely good. And the edge that NATO used to have during the 90s and the 2000s and early 2010s has been lost due to development of many new forms of technologies plus many states have evened the playing field. I am very excited about the 21st-century warships from non-Western nations. Especially China. I am a big fan of their Type 54A Frigate. And the Pakistan Navy variant that goes by the name of the Tughril class. Definitely hyped for it to make its entry into the game. I hope Indian Navy ships get modded in as well so I simulate my Indo-Pak war scenarios hehe. JF-17s Block III doing a saturation strike against an Indian Carrier group. I already used to do these scenarios in DCS but here they would be even better.
I can see why they did not add the VLS version of the Tico in the base game; it makes air defense for USN perhaps too easy, given how many SM-2s it can shoot at incoming AShMs. Would make missions in a future campaign against Soviet long range missiles strikes less of a challenge. Still, love the fact that modders' work lets us play around with them.
NTU is honestly the USN equivalent of a training arc in a TV show where the main characters get a massive power up, just for ships. Also, even if makes the Warsaw Pact harder to play, a level of asymmetric balance wouldn't be bad.
Also if anyone is wondering, per the mod author, some of the "issues" are just not fixable via modding at the moment. Things like the turret for the old missile launchers on the tico, custom assets like sounds / effects / etc, as well as new custom models (Full ships). It's all listed on the workshop page.
The animation on the cruiser could be improved, especially the missile coming out of VLS and the VLS model itself, also, even for an AEGIS cruiser, launching at this rate is impractical, but hey, its fun, so who cares, I'm gonna have a blast with this thing. NICE CONTENT ! KEEP UP !! Edit: The base Kirov defense is still OP. it intercepted 24 tomahawks !! 24 !! seriously.
Dear developers, when are you going to settle on one measuring standard? Most weapon ranges are measured in nautical miles, but ranges for sensors are in kilometers. Pick _ONE_
TBF this is kinda accurate for the military, the Abrams has an ungodly mix of metric, imperial, and tanker specific measurements that don't exist anywhere else.
Haveto say seeing all those vls missiles flying through the air does look fantastic. Reminds me of a scene in the last ship where the sub of psychos fire of nukes and the nathan james starts rapid firing to intercept what they can. Looking forward to an arleigh burke mod
You can hold shift while having a salvo of whatever amount you choose, then right click all targets you want hit by a salvo of the size you selected without having to repeatedly click the weapon then the target to fire.
Ohio's originally had 24 Trident tubes. The SSGN mod turned 22 into 7 shot Tomahawk magazines. The remaining two were turned into lockout chambers for up to 60 SEALS. They also have expanded radio facilities and berthing.
Don't even have the game yet, gonna wait until it's a bit more fleshed out, but great to see modding is off to a good start. Can't wait to mod it myself.
I would absolutely love that. Might even increase the fire rate of both AK-630 and Khastan, cause in the base game it feels like it doesn’t have the actual fire rate. Also the sounds too
the problem is modeling i think. even the mk.41 VLS isn't modelled and are just missile launchers model in the original game placed together in vertical.
This would be the Kalinin, sister ship of the Kirov class comissioned in 88, it had Kortiks (cads-n1 kashtan) in place of the AK-630 and Udav-1 (rbu12000) in place of the RBU-6000, if it could come through official means better, but when full moddability comes there should (I hope) be several modders interested in this gem.
I love the Kirovs in this game, they're so badass: I accidentally misread the name when I was making myself just a little practice scenario to start off with learning the NATO ships & weapons and thought I put something else in, then was wondering why even my biggest salvos were getting swatted out of the sky until I finally identified this leviathan cruising toward me, that in the end could only be taken down by an Iowa-class' guns. But yeah like you suggested I wouldn't mind the modders someday adding some (more) could-have-been Soviet ships & variants for balance, Sea Power's timeline doesn't have to always be ours.
Hey stealth! Just wanted to let you know that you can hold the Shift key while sending rockets toward enemy tracks to send multiple weapons at one or many targets at the same time, rather than having to re-click the weapon at the bottom of the screen each time. Not sure if you already knew that but thought it could help! Love your videos!
NTU gave the Virginia's (and the earlier ships that got it) the ability to fire more missiles at once with mid course guidance provided by 4 antennas arranged around the superstructure, final guidance by the targeting radars only in final attack
I don't know if you cover it in the video, but another big improvement of the NTU program was the upgraded Radar systems... the Pre-NTU Radars could guide a limited number of missiles onto targets while the NTU ones could guide a much larger amount... probably a necessity with the VLS tubes. (Edit, you did!)
For large hot-launch missiles like the Tomahawk, continuous, rapid fire launches could overwhelm and damage the exhaust handling systems of the launcher. I wonder if they could model that in to make it more realistic, maybe make it damage your VLS so you can’t fire anymore from that launcher or have some sort of cooldown after launching a salvo. It would help balance things and it would be historically accurate.
My first ship in the fleet was the USS Worden (CG-18), post-NTU. Unfortunately (from my perspective), BuShips decided to decommision her (and her sisters and the Belknap/Daniels class) a few weeks after I got orders to her, so while I served on her (for a whopping 6 months), the only "deployment" we had was moving from one pier to another in Pearl Harbor. Beautiful ships, modern firepower with the lines of the classic WWII cruisers.
""Peace Dividend" In the early 2000's they did the same thing with the Sprucans. The later Sprucans were very well balanced ships.. especially the ones with the RAM. They still had another 20+ years of life in them.... but they had large crews and Burke's were the new King.
I really hope that at some point we will (Must) have the missing late cold war stuff in the game: Kalinin, Akula, Sierra I/II, Oscar II, Tarantul III, Grisha V, Type 143A Gepard, Type 209 and 210 (ula class) subs, and the usn vls stuff.
The upgrade was good, but is that how fast those missiles are being fired in succession? I thought they have to wait for seconds before they will launch the next missile.
Some more modern/variety of British units would be nice too - Type 42s, Aircraft Carriers, etc. That way someone could make a proper Falklands campaign scenario.
I like the idea of adding more modern hardware. I find the more modern hardware more interesting. But until the AI is improved, I would avoid anything that gives the player an edge. The AI is not in a good place at this time. I had to play a dozen missions till I finally found one where the enemy even managed to sink one of my ships (just last night in the Denmark Straight scenario
Benjamin Franklin class didn't get any SSGN conversion, only 4 Ohio class in early 2000: Ohio, Michigan, Florida, and Georgia ending in 2008. They can carry 154 Tomahawk cruise missiles and 66 special operations personnel.
Everyone talking about want even more modern ships, meanwhile I want stuff like the Des Moines class. There was even 1 or 2 Baltimores used up to the 70s if I remember correctly and a Cleveland pre CLG conversion wasn't decommissioned until 1959.
the ticondaroga vls versron just wrecks game balance i always knew with this game when i played. if and when they added the first gen arleigh burkes everyone will scream nato is overpowered as the burkes were designed to counter missile swarm and be general purpose otherwise.
Wtf??? Why does the RIM-66E (SM-1-MR Blk VI) have a range of 40nm when even Norman Friedman's references show it having the same range as the RIM-66B? Looks like whoever made this mod just took the range for the RIM-66C (SM-2-MR Blk I) and applied it to the 66E. C'mon guys this is supposed to be a military tactical sim, we gotta keep our stats in line with reality and not go off into fantasy land.
@xenoaltrax485 from what i've heard from OHP officers, the SM-1 should have a maximum effective range 'exceeding 25nm', which squarely places it longer ranged than RIM-66B my two options here are to either assume RIM-66E can loft, which would make sense given its using SM-2 electronics, or that it has the Mk104 DTRM, which would give it a range of ~30nm i dont have any sources to say RIM-66E uses the Mk104 so to get any improved range the RIM-66E must loft, just like the RIM-66C
From what I understand the RIM-66B-and by extension the -E-significantly exceeded their theoretical max range in testing. Max range for the -B was originally estimated at around 25NM but in practice could reach out as far as 38NM. At any rate I don't think this will actually come up in game since max range on the Perry was limited by the power of the puny fire-control radars and not by the max range of the missiles (unless the mod changes this as well for some reason).
You are going to get a lot of fantasy in the stats for many things since A LOT of this stuff is highly classified and using real stats can get you thrown in jail.
Put the CV up against a multi-vector attack from 40 backfires, a surface group with two kirovs, slavas and a couple oscars and a nato CV can still be a target.
I havent had the time to play to much but so know I’m going to use the mod and then play as the Warsaw. Tbh, so much more fun and insane hard. Playing as the bad guys against a strong opponent maybe compensate for the lack luster AI. Trying to pick out an Aircraft carrier using outdated material and clever tactics is quite fun. Regarding the mod being OP is maybe the result of those tons of fans crying in the comments evertime a nato carrier goes down 😂
I don't care war isn't balanced. This is a game, not a war. And yes, it depicts a war sure. I for one think it's unbalanced. Whatever you do with your game is to you.
Is it straight up replacing things in all existing missions (i.e. overwriting the base version assets), or is it just adding additional assets to make scenarios with in the editor?
@@akd8525 NTU only rebalances existing weapons in the base game, and the new versions of ships are new variants that wont show up in existing missions the scope of the weapon rebalance is pretty much only for SAMs, and makes them more realistic (SM-1s and SA-N-1s wont fare very well against sea skimming missiles)
Your missile ranges are wrong. The Perrys RIM-66E SM-1MR was still a 25nm missile. The Mk26 launched NTU/AEGIS SM-2 MR was a 40nm missile - the difference is a lofted trajectory with mid-course guidance not requiring target illumination for the entire time of flight, just a few seconds at the end. So many missiles can be in the air at different targets, instead of one target per illuminator. Mk 26 launchers were not compatible with the boosters required for longer ranges. RIM67 SM-1ER was a 40 NM missile for Mk10 launchers, SM-2ER was for NTU Mk10s with 90 NM. Mk41 VLS ships started with 40nm SM-2MRs, but then upgraded to 70nm SM-2ERs. After 2000 further range boosts were developed.
I could actually use some help with this and some other mods. I have them downloaded from the workshop, including several missions/campaigns and turned on in the mod list, but they don't appear in game. Do they need to be in a particular order?
I get more and more the feeling that the game set at 1985 was done becuerse it was the last time USSR could beat nato in a war with not to many Syfy ships. but with this alternitve time line a 1995 dlc would be fun. i realy want the Arleigh-Burke-Klasse in the game.
Well it is obvious since a few years after that USSR collapsed. Plus in missions where Soviets are attacking Gibraltar or Hawai they were given a carrier which was never built only designed on paper, because Soviets only intended their fleet to operate around Europe and to prevent US from delivering reinforcements to Europe so they only sticked to smaller only vtol carriers
The mod wrecks the balance because it’s new vs old, and because 80s onwards the USA just went ham making missiles, the second Russia gets P-800 Oniks and such it’s fair again. P.S the Tico has far less Tomahawks as you said Stealth, but it has 90 SM-2s in VLS, the thing’s unkillable (Giggles in SM-6 Arleigh Burke anticipation)
Tico: "That's it, everything dies"
Should relabel "full automatic firing mode" on the Aegis control panel to "death blossom". 😂❤
@@Yaivenov Ah, a fellow former 80s kid. lol
“Bridge CIC we have radar contact bearing 282”
Tico: “on it”
@@SCP_Site_638 Roger, removing radar contact bearing 282
Ticonderoga (VLS): Finally… I have become…
D E A T H
💀💀💀💀
What are you!?!
Ticon:....Death
Yo can't wait they add more modern ship like the Arleigh Burke, either mod or official.
This is hilarious and fun to watch
yes! Burke's, LA Flight 2 and 3's, Ohio SSBN and SSGNs...imagine rolling up to a ground strike mission with 150 TLAMs :-D
@@lordsylph414I hope they make a mod for the Burke with the HELIOS CIWS/ISR laser
@@lordsylph414STOP! I can only get so hard!
Wasn’t the Burke designed before the Soviet Union collapsed?
@@CASA-dy4vsConsidering the First Burke was commissioned in 1991, and the Union collapsed in the tail end of 1989, less than two years. I think it’d be true
One extra thing about the sensors in the mod - they also get lower attitude range floor, meaning they can detect sea-skimmers better
Excellent thing to point out
I find it amusing that you can’t make a balanced yet realistic naval game post 1986 cause NATO just becomes absurdly OP and wrecks the balance by default.
Maybe because they are better?
Yet we have tons of Rusiaboos claming soviet ships were far better and more cappable and that even today they could win an engagement lol
@@yester8039they absolutely could win an engagement and if you think they couldn't, you don't know as much as you think you do.
The outcome of a naval engagement depends on a boatload of factors, not just the platforms in question.
Would my money be on the USN? Yes, but that doesn't mean it would be a save bet without any risks.
@@NPC_-mf4dw its not about USN vs Russia, its about Nato VS Russia. Italys Navy alone would be a HUGE tread to russia, the same goes for France. Both have carriers, both have enough support for their own carrier strike group + Submarine support. if you combine all navys of Members states from the EU, Russia Couldn´t win that fight period. But all EU Navys + USN vs Russian Navy would be one sided clearly. their is no debate about that.
@@Lary-xg2un That's all completely irrelevant. The scenario is "an engagement". That can mean anything and Russia absolutely would have a chance to win engagements, generally speaking, especially with submarines involved.
Denying that only shows bias, ignorance and lack of subject matter expertise.
Fun fact. The USS Bunker Hill was the 1st ship to have the VLS. My brother was/is a plank owner.
Slight correction, USS Norton Sound was the first USN ship to have VLS.
@FoxxofNod the Norton Sound was a seaplane tender bro. Bunker Hill was definitely the first one to get VLS.
No, the Russian cruiser Azov (Kara class) was the first ship with VLS
@@ryanhoward4421 USS Norton Sound was the testbed for the VLS, so she was the first ship ro have a VLS installed
@@ryanhoward4421 www.uscarriers.net/cg52history.htm
The Tomahawk ASM or TASM for short, was very short lived in real life, because identifying and targeting ships at distances of several hundred miles were beyond fleet capabilities back then. As the TASM was a subsonic weapon, a high-speed ship could move quite a distance during a long-range missile attack. So the accessibility of this missile should be limited in time, as it was not a mainstay in the US navy. It was very short lived.
With regards to NATO becoming to superior with this mod... I think this is a well-established fact, that our fear of the great Read Bears naval and air capabilities at the height of the cold war was greatly exaggerated.
IDing ships was absolutely within US Fleet capabilities at the time, they had entire networks of White Cloud ELINT satellites and EP-3 aircraft to passively track and identify Soviet ships, including finding non-emitting ships within formations through the bistatic reflection of navigation radars and SATCOM uplinks.
@@forcea1454 not even counting US subs will literally sit at the entrance of their naval port and listen to all the fleet movement and even tail soviet submarines.
and the SOSUS warning system, we had, the entire planets oceans wired for sound with microphones. and on a data-link so any us ship could use it via satellite uplink.
@@josh_jc_chengI don’t know what you are on but ports are much better protected plus search up Indian Pakistan war in 1971 and even then soviet submarines could sneak up on us ships, it is just a myth that Soviets subs were that much louder
I do t really know where you found out that soviet navy wasn’t a force to be reackoned with, but if you are thinking that due to that status of Russian navy nowadays then you are mistaken, today a lot of components is underfunded and only some ships are fully combat capable, then Soviets had much more ships and all of them were fully combat capable and ships
I love Lore Accurate USN.
The technological back and forth was finally out at an end with the NTU program, especially with the Tico. Now fighting a Kirov isn't so bad when you've got a Tico.
To be fair, having a Pair of Tico's before this was pretty workable against a Kirov
Now though....
*Maniacal Laughter*
I have a video coming up with 10 VLS Ticos vs 10 Kirovs ;)
@@Stealth17Gaming lol
The Kirov is the modern-day Tirpitz. Sure it could it be a threat if left to run free. But in reality they would be watched a day and night and sunk if it showed the smallest sign of attempting to leave port.
This mod demonstrates why the devs chose their end year as the “latest” year of ships in the game.
At this point was when the Soviet Naval power was closest to parity with the US, and even then the Devs had to add a couple fictional units to allow the Soviet Union to perform anything other than defensive action at sea in a campaigns scenario. (Which Tbf, was their actual naval doctrine)
Any later than this date you start to have a couple compounding issues stacking against the Soviets. The US navy completed development and began deployment of many of their weapon systems specifically in response to Soviet AShM threats, and the Soviet Union began running into money problems, meaning at this point they literally could not afford to upgrade any of their own systems in response.
i tought the same, but still a lot of cool stuff,
Maby we get a 1995 or 2000s dlc with a coupel of USSR paper concept, the problem is USSR after the 1980s was always on the downside.
It is a shame what happened to the USSR and the conflicts after that, but also it hindered weapons research and now most games depict 1980s and after that the USSR was a mess.
And in my opinion it is not that bad that devs added those projects that never happened like Orel class carrier to missions where Soviets are like invading US because that was never their intent and their whole fleet was mostly structured around operating in the close vicinity of Europe or the land of their allies
@@anno-fw7xn Could do post 2000 with PLAN ships.
@@lodickasvlajeckouYeah, Soviet’s main offensive force was their ground forces, large tank assaults with mobile anti-air systems following them. Their Air Force and Navy was more of a defensive/reactionary/supporting force.
The US on the other hand has the capability to bring their full force to bear wherever they go
@@danielross7983 I do think it would be fair to go past that "end date" using PLAN ships. Although I think IRL we still have an unfair advantage over the PLAN (do not believe their propaganda), but they have VLS and deploy in greater numbers than the Soviets or Russian Federation and will provide a greater challenge than the Russians.
Given when a lot of the game's own scenarios are set I'm pretty surprised that at least USS Bunker Hill herself is not in the base game, commissioned in '86 with VLS and a lot of the game's missions are 86/87 with some in 85. I'm guessing it was for scenario 'balance' on launch and I'm fairly confident we'll see them in the base game before long. It's great that the comunity has stepped in with mods though!
Bcuz being Commissioned ≠ being fully combat capable
@@gotanon9659 Bunker Hill completed her first depolyment in 1987.
Nah, it's just that the game's cut-off year for vessels is 1985, and I don't think there are any exceptions to that rule (unlike weapons, in which there are some weapons present in-game that entered service past 1985, like TLAM-C and SA-N-9 naval Tor).
@@gotanon9659 So why is the Orel in the game?
@@yournamehere9928 There are literally fantasy units on soviet side what are you even on about?
Oh, those transports are going to regret pissing off the Tico...
6:46: Sailor: How many missiles should we fire, sir?
Captain: Yes.
Cant wait for a sea power modern day/near future mod
Modding scene has gotten an excellent start. I hope more and more modern ships get added. The stuff that we have right now is extremely good. And the edge that NATO used to have during the 90s and the 2000s and early 2010s has been lost due to development of many new forms of technologies plus many states have evened the playing field.
I am very excited about the 21st-century warships from non-Western nations. Especially China. I am a big fan of their Type 54A Frigate. And the Pakistan Navy variant that goes by the name of the Tughril class. Definitely hyped for it to make its entry into the game. I hope Indian Navy ships get modded in as well so I simulate my Indo-Pak war scenarios hehe. JF-17s Block III doing a saturation strike against an Indian Carrier group. I already used to do these scenarios in DCS but here they would be even better.
@11:30 Only way to really balance it would be if you had a whole campaign with a limited amount of missiles + x new missiles per month built.
I can see why they did not add the VLS version of the Tico in the base game; it makes air defense for USN perhaps too easy, given how many SM-2s it can shoot at incoming AShMs. Would make missions in a future campaign against Soviet long range missiles strikes less of a challenge. Still, love the fact that modders' work lets us play around with them.
NTU is honestly the USN equivalent of a training arc in a TV show where the main characters get a massive power up, just for ships.
Also, even if makes the Warsaw Pact harder to play, a level of asymmetric balance wouldn't be bad.
Also if anyone is wondering, per the mod author, some of the "issues" are just not fixable via modding at the moment.
Things like the turret for the old missile launchers on the tico, custom assets like sounds / effects / etc, as well as new custom models (Full ships).
It's all listed on the workshop page.
The Virginia's upgraded radar has 25 target channels and 50 weapon channels, vs 1 and 1 on the original model.
12 and 3 original.
The animation on the cruiser could be improved, especially the missile coming out of VLS and the VLS model itself, also, even for an AEGIS cruiser, launching at this rate is impractical, but hey, its fun, so who cares, I'm gonna have a blast with this thing. NICE CONTENT ! KEEP UP !!
Edit: The base Kirov defense is still OP. it intercepted 24 tomahawks !! 24 !! seriously.
Tomahawks are slow and massive with a huge radar cross section. Ofc they will get intercepted, Imo.
Change of animations us currently not possible
@@ДушманКакделаIf they were Harpoons instead of TASMs, I’d think the Kirov might have been hit
Yea, this mod doesn’t take into account the number of missiles a ship can guide versus launch. You can’t just unload it all.
@@hunterjarman4728you could because of data link
Kirov: „Balance? I hardly knew her“
Dear developers, when are you going to settle on one measuring standard? Most weapon ranges are measured in nautical miles, but ranges for sensors are in kilometers. Pick _ONE_
You seem irked 😂
TBF this is kinda accurate for the military, the Abrams has an ungodly mix of metric, imperial, and tanker specific measurements that don't exist anywhere else.
That’s at least accurate for the US military- we will measure weapon ranges in miles but troop movements in kilometers 😂
What a tease! That carrier group needed to go.
Haveto say seeing all those vls missiles flying through the air does look fantastic. Reminds me of a scene in the last ship where the sub of psychos fire of nukes and the nathan james starts rapid firing to intercept what they can. Looking forward to an arleigh burke mod
NATO is OP in reality too. Keeping the equipment realistic but making the scenario challenging is totally possible.
You can hold shift while having a salvo of whatever amount you choose, then right click all targets you want hit by a salvo of the size you selected without having to repeatedly click the weapon then the target to fire.
"Ok guys/gals, once the missiles are all away, we get shore lea..."WHOOOOOSHWOOOSHWOOOOSH....
I was wondering when someone was going to mod in VLS. That was fast!
btw, due to the Ohio SSGNs no longer carrying Tridents, they can use all 22 of their trident cells to carry tomahawks. that's 154 missiles iirc.
Ohio's originally had 24 Trident tubes. The SSGN mod turned 22 into 7 shot Tomahawk magazines. The remaining two were turned into lockout chambers for up to 60 SEALS. They also have expanded radio facilities and berthing.
Don't even have the game yet, gonna wait until it's a bit more fleshed out, but great to see modding is off to a good start. Can't wait to mod it myself.
somebody need to do a MOD on Kirov/soviet ships with Kashtan CIWS systems instead of AK-630s
I would absolutely love that. Might even increase the fire rate of both AK-630 and Khastan, cause in the base game it feels like it doesn’t have the actual fire rate. Also the sounds too
the problem is modeling i think. even the mk.41 VLS isn't modelled and are just missile launchers model in the original game placed together in vertical.
This would be the Kalinin, sister ship of the Kirov class comissioned in 88, it had Kortiks (cads-n1 kashtan) in place of the AK-630 and Udav-1 (rbu12000) in place of the RBU-6000, if it could come through official means better, but when full moddability comes there should (I hope) be several modders interested in this gem.
I was hoping for the Tarantul III form 86-87 with 4 SS-N-22's
The in game music alone really takes you to the zone where you are the one controlling the fleet
I love the Kirovs in this game, they're so badass: I accidentally misread the name when I was making myself just a little practice scenario to start off with learning the NATO ships & weapons and thought I put something else in, then was wondering why even my biggest salvos were getting swatted out of the sky until I finally identified this leviathan cruising toward me, that in the end could only be taken down by an Iowa-class' guns.
But yeah like you suggested I wouldn't mind the modders someday adding some (more) could-have-been Soviet ships & variants for balance, Sea Power's timeline doesn't have to always be ours.
Need to be able to add waypoints for the Harpoon so you can DTOT a target from different approaches..........
And for torps as well
At 3:26 a major Upgrade is the min detection altitude of 200 vs 10, lots of other upgrande change min ranges too
Hey stealth! Just wanted to let you know that you can hold the Shift key while sending rockets toward enemy tracks to send multiple weapons at one or many targets at the same time, rather than having to re-click the weapon at the bottom of the screen each time. Not sure if you already knew that but thought it could help! Love your videos!
Oh of course! Thanks :)
"BATTERIES RELEASE ON EVERY TARGET YOU HAVE NOW!"
"Batteries release on all tracks. Birds away."
NTU gave the Virginia's (and the earlier ships that got it) the ability to fire more missiles at once with mid course guidance provided by 4 antennas arranged around the superstructure, final guidance by the targeting radars only in final attack
I don't know if you cover it in the video, but another big improvement of the NTU program was the upgraded Radar systems... the Pre-NTU Radars could guide a limited number of missiles onto targets while the NTU ones could guide a much larger amount... probably a necessity with the VLS tubes. (Edit, you did!)
For large hot-launch missiles like the Tomahawk, continuous, rapid fire launches could overwhelm and damage the exhaust handling systems of the launcher. I wonder if they could model that in to make it more realistic, maybe make it damage your VLS so you can’t fire anymore from that launcher or have some sort of cooldown after launching a salvo. It would help balance things and it would be historically accurate.
My first ship in the fleet was the USS Worden (CG-18), post-NTU. Unfortunately (from my perspective), BuShips decided to decommision her (and her sisters and the Belknap/Daniels class) a few weeks after I got orders to her, so while I served on her (for a whopping 6 months), the only "deployment" we had was moving from one pier to another in Pearl Harbor.
Beautiful ships, modern firepower with the lines of the classic WWII cruisers.
""Peace Dividend" In the early 2000's they did the same thing with the Sprucans. The later Sprucans were very well balanced ships.. especially the ones with the RAM. They still had another 20+ years of life in them.... but they had large crews and Burke's were the new King.
I really hope that at some point we will (Must) have the missing late cold war stuff in the game: Kalinin, Akula, Sierra I/II, Oscar II, Tarantul III, Grisha V, Type 143A Gepard, Type 209 and 210 (ula class) subs, and the usn vls stuff.
Don't forget the Luns
The upgrade was good, but is that how fast those missiles are being fired in succession? I thought they have to wait for seconds before they will launch the next missile.
Now all I need is the Arleigh Burke and I can go about remaking all of those Jane’s Fleet Command missions in the editor 😂
If porting models is possible, there are plenty of Cold Waters mods that have perfect Burke models for Sea Power...
Some more modern/variety of British units would be nice too - Type 42s, Aircraft Carriers, etc. That way someone could make a proper Falklands campaign scenario.
I think someone already has the JFC missions in the workshop
@ that may not stop me from making my own interpretations, but good to know 👍
I like the idea of adding more modern hardware. I find the more modern hardware more interesting. But until the AI is improved, I would avoid anything that gives the player an edge. The AI is not in a good place at this time. I had to play a dozen missions till I finally found one where the enemy even managed to sink one of my ships (just last night in the Denmark Straight scenario
This is the order of battle refit that I remember from my time in the 90s.
Benjamin Franklin class didn't get any SSGN conversion, only 4 Ohio class in early 2000: Ohio, Michigan, Florida, and Georgia ending in 2008. They can carry 154 Tomahawk cruise missiles and 66 special operations personnel.
Can’t wait for all the future mods that will add modern ships and other navies!
AEGIS/VLS is amazing.
Everyone talking about want even more modern ships, meanwhile I want stuff like the Des Moines class.
There was even 1 or 2 Baltimores used up to the 70s if I remember correctly and a Cleveland pre CLG conversion wasn't decommissioned until 1959.
You should do a scenario of like an American Fleet from 1989 going back in time or something... it would definitely be fun to see a full video!!
I may have crashed Sea Power using the mod, and launching about 400 TASM against a Kirov battlegroup, which just spammed missiles..
so they made game right before nato went op
I mean... mod shows why VLS became the new Standart. Very... Very clearly.
The SM2 is also more accurate than the SM1, so not only are the range and engagement envelope better, but the hit chance is too.
Why don’t they have the su27 100% fits the time line of sea power
Now i just need to wait for people to make missions using this mod, god thatll be awesome
I'll adapt my Silent Dagger mission for it.
According to "Ships and Aircraft of the U.S Fleet" the Franklin had it's missile tubes filled with Concrete after it's missiles were retired.
yeah its a fictional unit as a stand-in for the Ohio class
@@hornet8364 Ohio SSGN didn't come about until the mid 2000s. By that logic, the Mod should add the Seawolf.
@@Mthammere2010 oh i know, it is a bit weird how out of timeframe it is but eh, ask the mod creator :p
Kirov destroyed all those missiles like they were nothing
the ticondaroga vls versron just wrecks game balance i always knew with this game when i played. if and when they added the first gen arleigh burkes everyone will scream nato is overpowered as the burkes were designed to counter missile swarm and be general purpose otherwise.
Wtf??? Why does the RIM-66E (SM-1-MR Blk VI) have a range of 40nm when even Norman Friedman's references show it having the same range as the RIM-66B? Looks like whoever made this mod just took the range for the RIM-66C (SM-2-MR Blk I) and applied it to the 66E. C'mon guys this is supposed to be a military tactical sim, we gotta keep our stats in line with reality and not go off into fantasy land.
Counter point, Mk 41 goes burrt lol maybe it'll get fixed. The modding has just begun.
Let's be honest, a late 80s Soviet fleet in operational status is fantasy land. Lol
@xenoaltrax485 from what i've heard from OHP officers, the SM-1 should have a maximum effective range 'exceeding 25nm', which squarely places it longer ranged than RIM-66B
my two options here are to either assume RIM-66E can loft, which would make sense given its using SM-2 electronics, or that it has the Mk104 DTRM, which would give it a range of ~30nm
i dont have any sources to say RIM-66E uses the Mk104 so to get any improved range the RIM-66E must loft, just like the RIM-66C
From what I understand the RIM-66B-and by extension the -E-significantly exceeded their theoretical max range in testing. Max range for the -B was originally estimated at around 25NM but in practice could reach out as far as 38NM. At any rate I don't think this will actually come up in game since max range on the Perry was limited by the power of the puny fire-control radars and not by the max range of the missiles (unless the mod changes this as well for some reason).
You are going to get a lot of fantasy in the stats for many things since A LOT of this stuff is highly classified and using real stats can get you thrown in jail.
I'd like to see the outnumbered but strong battlegroup vs high number of enemy.
Put the CV up against a multi-vector attack from 40 backfires, a surface group with two kirovs, slavas and a couple oscars and a nato CV can still be a target.
I'm disappointed the San Juan wasn't added. The Flight 2s and Flight 3s had a ballast tank removed and a 12 cell vls added forward.
I havent had the time to play to much but so know I’m going to use the mod and then play as the Warsaw. Tbh, so much more fun and insane hard. Playing as the bad guys against a strong opponent maybe compensate for the lack luster AI. Trying to pick out an Aircraft carrier using outdated material and clever tactics is quite fun. Regarding the mod being OP is maybe the result of those tons of fans crying in the comments evertime a nato carrier goes down 😂
Stealth when he finds out that war isn't supposed to be balanced
I don't care war isn't balanced. This is a game, not a war. And yes, it depicts a war sure. I for one think it's unbalanced. Whatever you do with your game is to you.
The game just came out and already mods love it
Long looking foward VLS !!!
Stopping Shipwreck will be not that difficult, becuase Aegis Combat System can be optimized with vls equipped.
The mod lets VLS fire a little too fast for it's real capabilites.
I think I'll hold off on this for the time being. I don't want the mod to mess with the game too much.
Is it straight up replacing things in all existing missions (i.e. overwriting the base version assets), or is it just adding additional assets to make scenarios with in the editor?
@@akd8525 NTU only rebalances existing weapons in the base game, and the new versions of ships are new variants that wont show up in existing missions
the scope of the weapon rebalance is pretty much only for SAMs, and makes them more realistic (SM-1s and SA-N-1s wont fare very well against sea skimming missiles)
This mod seems very realistic.
Does it include the helicopter SH-60B The first year of operation was around 1985, but they are missing from the base game.
No sadly not. I believe adding models is currently impossible so they can repurpose models but not add entirely new ones
with the TLAMs, can you do multi-angle attack with same time on top?
Can you engage enemy surface targets with SM2s?
EVERYONE GETS A MISSILE!
is there any mod that also gives newer stuff for wp?
The Kirov class is still a beast as it should be.
11:31 Typhoon showing up including nuke mod
How much longer till someone mods in an arleigh burke?
Franklin be like: I can take the entire Soviet navy by myself!
does this mod override the ship in scenarios or does it just add new ships?
Think it add new models. Not sure how much it changes vanilla base ranges
I use the tico vls against 100 airliners. It was awesome
Your missile ranges are wrong. The Perrys RIM-66E SM-1MR was still a 25nm missile. The Mk26 launched NTU/AEGIS SM-2 MR was a 40nm missile - the difference is a lofted trajectory with mid-course guidance not requiring target illumination for the entire time of flight, just a few seconds at the end. So many missiles can be in the air at different targets, instead of one target per illuminator. Mk 26 launchers were not compatible with the boosters required for longer ranges.
RIM67 SM-1ER was a 40 NM missile for Mk10 launchers, SM-2ER was for NTU Mk10s with 90 NM.
Mk41 VLS ships started with 40nm SM-2MRs, but then upgraded to 70nm SM-2ERs. After 2000 further range boosts were developed.
hi so what missions do u recommend playing with this mod
Loaded a base game scenario but didn't get the vls ships.Does it work only if you make the mission in the editor ?
Yes they don't replace the base game models.
Oh boi, more warcr- i mean submarines in the ocean:)
The TASM missiles always seem easier to shoot down by the top Soviet cruisers.
wondering when will someone make an Arleigh Burke destroyer mod
Will you make scenario's for use with this mod?
Yeah maybe sometime.
I could actually use some help with this and some other mods. I have them downloaded from the workshop, including several missions/campaigns and turned on in the mod list, but they don't appear in game. Do they need to be in a particular order?
That's unusual. Best ask the devs about it on their discord
Wasn’t this game released a week ago, how are their so many good mods out already?
2 weeks. It's really open to nodding and allows for easily sharing those on the workshop. Combine those two and you get this
Grim reapers is 100% getting this mod
18:00 it doesn’t help that everything is in a straight line, but impressive nonetheless
Is there a mod for a proper AEGIS system too?
Have a look at the Steam workshop. Maybe there is
How do you actually use this in game? Subscribed and checked under mods in game, but I dont see any of these upgraded weapons in scenarios.
The NTU weapons don't show up in normal scenarios. You have to change the ships or find NTU-specific scenarios, or make your own of course
I get more and more the feeling that the game set at 1985 was done becuerse it was the last time USSR could beat nato in a war with not to many Syfy ships.
but with this alternitve time line a 1995 dlc would be fun.
i realy want the
Arleigh-Burke-Klasse in the game.
Well it is obvious since a few years after that USSR collapsed.
Plus in missions where Soviets are attacking Gibraltar or Hawai they were given a carrier which was never built only designed on paper, because Soviets only intended their fleet to operate around Europe and to prevent US from delivering reinforcements to Europe so they only sticked to smaller only vtol carriers
Sadly this is NOT NATO vs USSR as much as U.S.A. vs Russia. It's missing a lot of other navies. It's not NATO - at least not yet.
anyone has the problem that the names of the modded weapons and ships are missing ?
The mod wrecks the balance because it’s new vs old, and because 80s onwards the USA just went ham making missiles, the second Russia gets P-800 Oniks and such it’s fair again.
P.S the Tico has far less Tomahawks as you said Stealth, but it has 90 SM-2s in VLS, the thing’s unkillable (Giggles in SM-6 Arleigh Burke anticipation)
could you showcase the type 21 destroyer of the royal navy mod please