Sea Power

Sea Power

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Pact Enhanced LethaliTy
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Timeframe and Location: 1960s, 1970s, 1980s, 1990s, Historical
Mod Type: Reskin, Overhaul, Realism
Object Type: Weapons, Sensors
Alignment: Warsaw Pact
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61.021 MB
13 dec, 2024 @ 22:34
11 okt @ 23:45
34 ändringsnotiser ( visa )

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Pact Enhanced LethaliTy

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


Pact Enhanced LethaliTy
PELT is an enhancement and expansion mod for of all of the eastern 'red side' nations equipment ingame. Ships, aircraft, and mostly weapons, are all touched and upgraded to a higher standard, and given the love they deserve.

If you want a later timeframe, with later ships, with later systems, PELT adds all sorts of mid-late 80's equipment that actually existed at the time, and some more hypothetical odds and ends that would have/may have entered service had the USSR not collapsed. PELT also performs an extremely comprehensive rework of all of the missiles, many torpedoes and other weapons, and many sensors, to a coherent standard similar to NTU's reworks. PELT also has this same standard applied to all of the earlier systems, although there are currently less ship loadouts from the 60's than there are from the 80's and 90's.


Compatibility with other mods:
This mod has an optional addon to re-add the NATO reporting names for all equipment, located right here!
This mod is intended to be played with the NATO side rework mod NTU, located right here!
both mods are balanced against each other and should result a somewhat accurately expected result, 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 PELT either will or will not be compatible with certain mods and I won't take exhaustive measures to rectify compatibility outside extreme circumstances.

Content List:
PELT modifies a huge number of systems and files for the Pact nations, so not every change or addition can be listed here. That being said, here are some of the highlights:
  • domestic accurate designations for all equipment (other than ships, given Pr numbers are less catchy than NATO names)
  • completely reworked sensors for all submarines, and reworked many torpedo loadouts to be more accurate
  • added many new submarines, such as Yankee Notch and Whiskey, alongside a kitbash of Sierra I and Improved Victor III
  • extended time period versions of many ships, that got better equipment near the end of the cold war
  • kirov sub-variant specialization with historical loadouts + additional 'ideal' variants representing the whole class
  • new balancing for all SAMs and ASMs and guns and radars, generally improving performance while also addressing the limitations of each system
  • new PLAN units such as Shang, Luda III, new PL AAMs, new missiles, later aircraft variants
  • AAMs reworked completely with pseudo-realistic kinematics and realistic countermeasure immunity and seeker range
  • new weapons across the board, many not currently used but to serve as a repository for other mods
  • added sub-class specialization, such as some ships in the Udaloy class having Top Plate and SA-N-9, while others do not
  • enhanced submarine armaments with RPK-7 Veter and improved 65-76, UGST and DST, alongside TEST-71MK and USET-80K for some submarines
  • lower radar minimum floors for most radars, to be more accurate to their actual performance
  • new aircraft deployed weapons such as Kh-35 and Kh-59M and Kh-15S/P and Kh-61
  • new variants of many missiles, including but not limited to Volna, Shtorm, Fort, and Uragan systems




    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! How will NATO ever recover from this?
    Q: NTU is OP! This mod isnt powerful enough to cope with it!
    A: balance is dictated by whatever assets and situations the missions you're playing, so the onus of balance falls upon mission authors instead of you or me, especially given both mods strive for an accurate outcome of the fickle rock-paper-scissors duel that is cold war naval combat. if you have reputable sources that conflict with my data, i'd be happy to look over them, but i will not accept opinions on my own mod


    Q: Why wont Kortik CIWS properly engage with both missiles and guns sometimes?
    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.

    Q: Sources?
    A: please consult the following image:

    known issues:
    • no systems specialization for udaloy, sovremenny, slava
    • placeholder lots of stuff, mod just got reworked so is to be expected



    Credits:
    a huge shoutout to @valoda_ for helping with research, and helping test all the various parts of this mod!
    thank you to @cent__ for making the base for the new orel superstructure, and helping with textures!
    thanks to @cookiesaurus for providing the CIWS for orel, among other things

    no AI of any type was used in any of the elements in the creation of this mod

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


    enjoy! ^^
208 kommentarer
SKIBIDI_RIZZLER123 18 okt @ 15:05 
I just saw the way you've made kh59M and kab-L bombs is absolute gold.
Guyfromtheinternet 15 okt @ 19:10 
Gotcha
nuclearstonk  [skapare] 15 okt @ 18:33 
if you want to argue about something ingame, then tell me specifically what the issue is so i can look into it
Guyfromtheinternet 15 okt @ 18:16 
So the main takeaway is that if we want to argue about something in the game we should test it ingame/datamine and then we can talk about sources.
nuclearstonk  [skapare] 15 okt @ 18:12 
i would say it's a bit ridiculous for me to have to justify every single line of code i've written for a mod for a videogame, if you guys find something reputable that disagrees with my mod then share it with me, otherwise im not going to compile everything i know into a document for you guys to pore over

so unless you have sources of your own i'm going to assume everything that i think is correct in my mod, is actually correct to the most reasonable degree, until proven otherwise
Guyfromtheinternet 15 okt @ 18:07 
Id argue that giving sources (even if theyre in a text dump) is helpful as there is alot of variance even within soviet sources (e.g. technical specifications vs practical tests or even prototypes vs operational performance atleast within my own research of soviet aircraft and books written for the public having alot of exaggerations, military primary sources are much more reliable) . It would also be great if we can check if the sources are primary or not or if you guys misinterpreted some of the data. Still great mod though, it seems you guys did your research and stuck with reliable (mostly primary) sources.
nuclearstonk  [skapare] 15 okt @ 10:48 
its to deter people who ask for what sources i used for the mod as a whole, who don't realize that soviet sources exist and all data is export or from testimony/russian data

much of the data collected for the mod is from online sources that are readily available, very little is from western books on the topic, and a significant portion of the research comes from russian books and manuals, alongside first/secondhand accounts and reasonable extrapolation in the absence of data

furthermore, I'm not the only person who's done research on this, so the mods data (especially subsurface) is carried on the back of valoda's exceptional work

this doesn't actually deter people from using gathered information to contest my data, i appreciate it when someone corrects me, but usually it ends up being someone doubtful soviet equipment actually worked and the USSR apparently lied about everything on documents they never released
Guyfromtheinternet 15 okt @ 3:45 
For the section on sources in the mod description, can I ask what you mean by that? I interpreted it as citing sources are not needed for clarity. I personally believe you should as it allows people to correct you, though but that's just my opinion.
nuclearstonk  [skapare] 12 okt @ 11:03 
i also intend to rework all guns whenever ivan reworks gunnery as most guns cannot even get 25% of their rounds without the proximity fuze distance at most ranges
nuclearstonk  [skapare] 12 okt @ 10:57 
ive done plenty of tests, and most engagements ship guns do not shoot down any missiles without excess preparation time, and manage a kill every other engagement

it's random chance, so perhaps you are simply getting lucky/unlucky