Sea Power
43 értékelés
Advanced Battleship Twentyone
5
   
Díjazás
Kedvenc
Kedvenc
Törlés
Timeframe and Location: 2020s, Fictional
Mod Type: Kitbash, Realism
Alignment: NATO
Fájlméret:
Közzétéve:
Frissítve:
6.717 MB
2024. dec. 16., 8:11
okt. 2., 0:00
63 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
Advanced Battleship Twentyone

Leírás
Base VLS Iowa with 5"/54cal created by GoldLeader108.
RAM and launcher created by L963.
Tactical Tomahawk and AASCM by Nuclearstonk
They helped make this possible.
Thank you all!

Mod Notes: This mod is stand-alone with no dependencies or alterations to shared files. It should be compatible with everything.


With the Cold War continuing on into the 21st Century so too has the service of the venerable Iowa-class of battleships. Hardly recognizable, they have never been more lethal, armed with a myriad of state of the art missile and gun systems ensconced in a citadel of steel.

This ship represents the following hypothetical: what-if the Soviet Union never collapsed, and the US Navy in turn kept these ships in service through into the Information-Age. In its current configuration it is roughly one to two generations of missile ahead of the New Threat Upgrade and game designers should take this extraordinarily OP nature into account when balancing their scenarios.

That said, these ships are not omnipotent and do possess several weaknesses to exploit; these ships are largely blind and helpless to submarine and torpedo threats, they possess no organic aircraft for over the horizon recon (though it does offer temporary facilities for a pair of Seasprites), and of course AEGIS is mutually incompatible with their main guns.


The Advanced Systems thus far:

SPS-48G(V)1 3D Air/Surface Search Radar (2400kW)
SPS-48H 3D Air/Surface Search Radar (11000kW)
SPS-52C 3D Air Search Radar
SPS-67(V)5 Surface Search Radar
SPG-62B Target Illumination Radar
SLQ-32(V)7 Electronic Warfare Suite (ESM + Universal ECM)
SLQ-25C Nixie Torpedo Decoy

The Advanced Munitions thus far:

RGM-84P Harpoon Block-II+ER
RGM-109A1 Tomahawk Land Attack Missile - Nuclear
RGM-109E Tactical Tomahawk Land Attack Missile
RGM-129D Advanced Anti-Ship Cruise Missile
RIM-66M-10 Standard Missile 2 Block-IIIB
RIM-174A Standard Missile 6 Block-IA
RIM-161C Standard Missile 3 Block-IB
RIM-162 Evolved Sea Sparrow Missile Block-2
RIM-116 Rolling Airframe Missile and Mark-46 Kitbash

Mark-149-2 20mm Depleted Uranium APDS for Phalanx

Mark-41 Anti-Aircraft Common for 5"/62cal Secondaries
Mark-57 Anti-Aircraft Common Rocket Assisted for 5"/62cal Secondaries
Mark-91 Illumination star shell for 5"/62cal Secondaries
Mark-171 Precision Extended Range High Capacity for 5"/62cal Secondaries

And the shells for the big guns...
Mark-8 Armor Piercing Capped
Mark-13 Mod-6 High Capacity, Point Detonating
Mark-14 High Capcity, Variable Time
Mark-15 Training, Blind Loaded and Plugged
Mark-19 Conventional Munition, Variable Time
Mark-23 "Katie"
Mark-147 Mod-1 Heavy High Capacity, Point Detonating
Mark-150 Mod-1 High Capacity, Discarding Sabot, Extended Range, GPS/INS Guided, Point Detonating

Note: The Mark-150 is a fictitious designation I gave to the USNFA 16/11 proposal simply because it was the first new tens series after the last shell actually developed for the guns, the Mark-148. Current shell selection covers the 40's and 50's with a single modern shell, others are planned to fill in the 60's, 80's and 90's, but will wait until after some of the following limitations have been resolved.


Loadouts:

Empty:
20mm x3000, Flare x1(+999)
16" Mk-15 x9(+81), 5" Mk-91 x12(+108)

Peace:
20mm x6,200(+6,200), Chaff x8(+232), Noisemaker x2(+40), Flare x1(+999)
SM-6 x12, SM-2 x40, ESSM x36, RAM x54
TLAM-N x2, Harpoon x8
16" Mk-147 x9(+540), 5" Mk-41 x12(+2400)

Default (Air Defense):
20mm x6,200(+117,800), Chaff x8(+952), Noisemaker x2(+200), Flare x1(+999)
SM-6 x96, SM-3 x16, ESSM x144, RAM x105(+105)
TLAM-N x8, Harpoon x16(+16)
16" Mk-150 x9(+1211), 5" Mk-57 x12(+7188)

Land Strike:
20mm x6,200(+117,800), Chaff x8(+952), Noisemaker x2(+200), Flare x1(+999)
SM-6 x32, ESSM x144, RAM x105(+105)
TLAM-N x8, Harpoon x16(+16), RGM-109E x80
16" Mk-150 x9(+1211), 5" Mk-171 x12(+7188)

Fleet Interdiction:
20mm x6,200(+117,800), Chaff x8(+952), Noisemaker x2(+200), Flare x1(+999)
SM-6 x32, ESSM x144, RAM x105(+105)
TLAM-N x8, Harpoon x16(+16), RGM-129D x80
16" Mk-150 x9(+1211), 5" Mk-57 x12(+7188)



The following limitations currently exist:

1: Magazines for projectile weapons can only host a single ammunition type at a time. While it appears they should be able to host multiple types, and the game will load and they will show on the weapon tab, they do not register in use and instead only the first ammunition selection is used.

2: Not all warhead statuses and effects are currently working for projectiles. Specifically ProximityFuze and cluster munition type are not properly working for gun projectiles. This currently makes about two thirds of the shells developed for the Mark-7 gun non-functional leaving only Armor Piercing, and impact based high explosive working correctly in game currently.

3: Splash damage does not appear to be in effect, or if it is it is greatly limited in range and scope.

4: Reducing CEP to a significant degree in order to approximate high precision guided projectiles sometimes creates a situation where a target can not be hit because the rounds are consistently impact terrain short of the target. The low firing arc of near distance shots caused by the high muzzle velocity exacerbates this issue. This is situational and usually occurs with partially submerged targets. Diving shells don't seem to be a possibility yet.

Taking the above into account this version of the BBG21 comes with the Mark-150 Mod-1 shell loaded in the main battery as that is the "best" that currently functions correctly (usually, see 4).


Please see the relevant discussion for the update history.
Népszerű témák Összes megnézése (3)
6
aug. 15., 22:25
(Verbose) Version History
Yaivenov
2
aug. 26., 11:37
16" Shell To-Do List When Projectiles Work Fully
Yaivenov
0
szept. 8., 22:21
Bullet Point Lore
Yaivenov
148 megjegyzés
Sikorsky 23 órája 
thank you for the mod the best
Yaivenov  [készítő] okt. 2., 12:55 
It will return once fixed.
Hogthunder okt. 2., 2:24 
Nuke boat is gone? A sad day
Yaivenov  [készítő] okt. 2., 0:13 
Basic functionality restored, but the kitbashing is a bit unsightly until I can go through and patch the texture and mesh calls.
Yaivenov  [készítő] okt. 2., 0:01 
Chasing down the new bugs from the game update: seems some textures have changed their pathing/naming and it has borked up the kitbashes a smidge. The major lag was coming from the nuclear refit variant so I've cut it for now.
Yaivenov  [készítő] okt. 1., 23:00 
Roger that, giving it a look.
dxn.jeremy26 okt. 1., 17:43 
No longer works. Crashes the encyclopedia.
Yaivenov  [készítő] szept. 14., 21:53 
Thank you, will look.
dodgediesel2001 szept. 14., 11:37 
not sure if its on my end because in on a previous version but its giving me a warning of (missing method exemption)
i dont think its on my end for the only reason is other mods updated to the current version still work just fine
Yaivenov  [készítő] szept. 12., 4:12 
Was informed that taking the NJ off the standard BBG21 variant list would likely break some scenarios, sorry about that. So I put the NJ back on the standard BBG21 variant list.