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.
RAM and launcher created by L963.


=== 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.

=== V1.7 ===
Compatibility update. Removed buggy bushmaster kitbash.

=== V1.7.1 ===
Tweaks and typos. Also reduced harpoon launcher count from 6 back to the visible 4 because I still don't have a way to edit the ship's primary visual model.

=== V1.8 =
Added flight deck function and deck parking for two seasprites (including NTU versions), no helicopters are embarked normally but players can rebase two onto the ship. Reduced primary VLS count to 100 in consideration of top weight.

=== V1.8.1 =
Missile count set to 20 SM-6, 80 SM-2-M10, removed ESSM pending addition of their own launchers.

=== V1.8.2 =
Added support for the NTU Seasprite textures. Now when NTU Seasprites are on board the deck parking will correctly reflect this.

=== V1.8.3 =
A single at-sea reload for the Harpoon launchers is now available. Takes 2 hours, and the reload only commences once all 8 rounds on a side have been expended. Fore and aft secondary fire directors (Mark-37 system) dismounted and replaced with an extra pair of SPG-62 guidance radars. Amidships SPG-32 pair relocated off the beam Mk-37 directors to their own position flanking the forward funnel.

=== V1.8.4 =
Corrections and fixes to the main and secondary guns, set to fire center gun first. Trying to make them not slow-fire the first salvo: the guns will fire the first salvo one shot at a time waiting for the shot to land before firing the next, etc. Which is normal for visualy corrected gunfire, but we've got radar, and we don't need to slow fire.

=== V1.9
Mark 56 Guided Missile Launch System, 12 RIM-162 ESSM each, mounted flush deck with one launcher on the bow and two launchers on the stern.

=== V1.10
Major hull refit with a recontoured bow and improved shock hardening throughout the ship. +10 to resilence of propulsion, rudders, +20 to resilence of control, main turrets, reduced bow wave height by half.

=== V1.10.1
Mk-48 Advanced Mobile Ship Simulator (A MOSS built from a Mark-48 ADCAP) created and incorporated into hull refit. No control wires available for mid course guidance and there's no sonar suite on board.

=== V2.0
The VLS system was completely rebuilt. The four mk41 modules were removed and replaced with 13 eight-cell Mk57 modules.

=== V2.1
Secondary guns upgraded to 5"/62 caliber and armed with RAP shells. Original Mk-28 gun house rebuilt to to Mod-13 specification (fictional) with the newest 5" guns.

=== V2.2
Firing delays on VLS systems to ensure the doors have sufficient time to cycle.

=== V2.3
New engines and propellers. The 800psi Babcock and Wilcox boilers were replaced with 1200psi units bringing the total available power to 280,000shp plus an additional 20% emergency overcapacity. Propellers replaced with modern six blade designs and the skeg keels have been reduced to address the primary source of the vibration issues (not visually moddled).

=== V2.4
SRBOC launchers made correct. The mesh shows 8 units (a mod-8 installation) but the code only reflected four units and also shot the bursts in the wrong direction. The now correct number of salvos are aimed according to their in-game models.

=== V2.5
AN/TVS-5 and AN/SAQ-6 (fictional repurpose of the B-52 flir) have been added. The starlight scopes are mounted at the conning tower level, the flir system has been mounted at the top of the highest mast.

=== V2.6
Ammunition loadouts are here!

Empty:
20mm x3000, Flare x1000

Peace:
20mm x12,400, Chaff x240, Noisemaker x42, Flare x1000
SM-6 x8, SM-2 x48, ESSM x36, RAM x54
TLAM-N x2, Harpoon x8
16" x549, 5" x2412

Default (Air Defense):
20mm x124,000, Chaff x960, Noisemaker x202, Flare x1000
SM-6 x112, ESSM x144, RAM x210
TLAM-N x8, Harpoon x16(+16)

Land Strike:
20mm x124,000, Chaff x960, Noisemaker x202, Flare x1000
SM-6 x32, ESSM x144, RAM x210
TLAM-N x8, Harpoon x16(+16), RGM-109E x80

Fleet Interdiction:
20mm x124,000, Chaff x960, Noisemaker x202, Flare x1000
SM-6 x32, ESSM x144, RAM x210
TLAM-N x8, Harpoon x16(+16), RGM-129D x80

=== V2.6.1
Firing delay bug on mk57 fixed.

=== V2.7
Vismodded the Mark-12 gunhouses into something approximating the Mark-41. Also specific shell assignments for different loadouts. Training and illumination shells added for the Empty loadout, 10 rounds per gun.

=== V2.7.1
Correct training shell count set.

=== V2.8
Added a shock hardened shelter to the fantail for a refurbished QH-50E outfitted for SNOOPY work (gun fire direction). SNOOPY loadout includes a Lantirn pod and extra fuel.

=== V2.8.1
Debugging the cruise missiles et alii. 360 degree ECM. Tandem noisemaker ejections.

=== V2.9
Rebuilt the bow-bulb.

=== V2.10
Static parking model of SH-3H Sea King assembled. Deck parking enabled for this helicopter now.

=== V2.11
3rd and probably final bow form/material.

=== V2.11.1
LandStrike now has its proper count (x32) of SM-6.

=== V2.11.2
Fixed QH-50 stats, they were apparently old placeholders and way wrong.

=== V2.12
Upscaled Mk-32 deck launchers for ADMOSS.

=== V2.12.1-2.13.2
Lots of colliders for proper damage modeling to come, fashioned up early SM-3 Blk-1b and gave default loadout x16, added satellite datalink for over-the-horizon weapons that support it (mostly the cruise missiles), and changed the TLAM in the Land Strike loadout from RGM-109C1 to RGM-109E to make use of that datalink. TLAM-N upgraded to A1 in all loadouts for datalink.

=== V2.13.3
Fixed terminal behavior of tactical tomahawk, added harpoon block-II+ER, datalink associated with harpoon launchers.

=== V2.14
Temu-Helios for New Jersey.

=== V2.15
Major overhaul for New Jersey, ship sectioned in half and all main machinery replaced. New powerplant consisting of Combined Nuclear or Gasturbine - Integrated Electric Propulsion. New Jersey re-hull-typed to BBGN.

=== V2.15.1
Follow up fixes.

=== V2.15.2
Power bifurcation. Heeding the advice of others considering the legacy power generation of the iowas they now have limited function versions of SLQ-32(V)7, standard power SPS-48, and no SM-3. The BBGN with its excess power has a high power fast sweep version of SPS-48, the 16 SM-3 interceptors, full function SLQ-(V)7, and the new laser ciws.

=== V2.16
Quick patching the mod to restore basic functionality for the 0.5.1 update. Some textures have changed their pathing/naming and it has borked up the kitbashes a smidge but other than being very unsightly they appear to still work. The nuclear refit variant of the NJ has been removed for the moment as it was the cause of the major lag issue in encyclopedia. It will be returned once that problem is resolved. Kitbash vismod fixes to follow.
Last edited by Yaivenov; 2 Oct @ 12:04am
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Showing 1-6 of 6 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
Yaivenov  [developer] 9 Aug @ 8:31pm 
Originally posted by Executioner:
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

I'm working on a kitbash bushmaster but it isn't good to go yet. Having some difficulty getting it to animate and work properly.

As to the VLS I will reduce the cell count in consideration to realistic ship stability, even if dynamic stability isn't modeled in game.
Last edited by Yaivenov; 9 Aug @ 8:33pm
Originally posted by Yaivenov:
Originally posted by Executioner:
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

I'm working on a kitbash bushmaster but it isn't good to go yet. Having some difficulty getting it to animate and work properly.

As to the VLS I will reduce the cell count in consideration to realistic ship stability, even if dynamic stability isn't modeled in game.

👍
Yaivenov  [developer] 15 Aug @ 10:25pm 
Woo, lots of updates suddenly.

In the words of the American MIC, "I just be building ♥♥♥♥."
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