@@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.
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!
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
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
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 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.
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 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.
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.
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
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_
I really hope that at some point we will (Must) have the missing late cold war stuff in the game: Kalinin, Ustinov, Varyag, 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.
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.
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).
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 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!)
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.
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
Hopefully mod authors will come up with some blue sky thinking for realistic post-Cold War Soviet naval forces modelled off post-collapse Russian developments in the 2010’s and 2020’s, to give us an actual wargame. Russian ship designs have always been extremely interesting and innovative, and as much as the late/post-collapse era might push us towards the idea they’re all over hyped junk, the fact is that when they spend efficient money, they’re extremely competitive and make for a fascinating asymmetry of design philosophy that is great to explore in Cold War-era simulation games. It’s unbalanced as a mod because it’s modelling an era when NATO had no competition, so Bluefor will always have a huge advantage. But if we’re putting in purely hypothetical American SSGNs (something that was never US naval policy) then why not mod in some ‘what if’ 90s and 2000s units for Redfor? :-)
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 😂
Still pretty good. They are a little behind fleet command but it’s looking good. Next patch I hope they let us save a game lol oh and rescue downed pilots.
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)
Having some upgrade mods is fine but... buffing non-US units (UK, French etc.) could have been a better idea (would not have unbalanced the game), and there are a few issues with the buffs. The Franklin SSBN was never equipped with dozens of tomahawks to my knowledge, and the number of missiles carried out in the cruisers and Destroyers (using VLS) seems wrong to me (far too many compared to the number of cells). There is a general problem with air to air missiles: max ranges are for shooting non maneuvering targets from high altitude to high altitude; in real fight, planes are usually diving into denser air and maneuver to bleed the incoming missile energy, hence ranges are much shorter, and this is not modeled at all. The major difference between older ships and more modern ones (and between NATO and Eastern ships) is the capacity to treat multiple threats. A Russian ships cannot effectively guide a dozen of sea to air missiles to defend itself, and older NATO ships could not do that either, hence the power of saturation attacks. It seems some tof the upgraded US radar do show the difference in their capacity to track targets, which is very important.
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
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.
Important safety tip here... there is NO balance in war. You are dealing with real world assets here. You may have an overpowering force or a much weaker force vs the enemy. Your job is to deal with whatever the situation is. That is a true simulation and the reason I bought it. I welcome the upgrades :)
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.
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?
Nope. Think they could fit about 4 Tomahawks into 1 SLBM silo. According to Wikipedia: Armament 22 tubes, each with 7 Tomahawk cruise missiles, totaling 154
@@PrimarchX Beat me to it. The Ohio SSGNs only ever carried the land attack version of the Tomahawk. I'd be surprised if the USN never looked at the possibility of an anti ship version but it appears it was never seriously considered and doesn't appear to have become an actively serving platform. USS Florida fired 93 missiles against Libyan targets in 2011 apparently....Oof.
Sure, but this is a game. I want to be challenged. I can just open the dev tool and hit DELETE on the enemy ship, don't even need to fire a missile. Not fighting fair, but I wouldn't call it winning either.
The changes to the AGM54 Phoenix were most welcome. In the base game it misses far too much compared to the Aim 7 sparrow when in reality it was a much more deadly missile.
Don't get why there are mods before the game even has left early access. Finish the game and make it proper without mods...then maybe let people build mods when they want to add something crazy that's not needed
People can mod the game as much as they want. The devs don't mod the game, they develop it. It's not like their attention and time is going to modding. These are enthusiasts making the mods.
@Stealth17Gaming Sometimes I just get scared that devs might skip mechanics or content because there are already good mods for it out there... sounds weird but it scares me
@Stealth17Gaming well I didn't technically buy the game, games are just way too expensive for me right now, I do wish I could support them they did make a really good game
seeing the Kirov intercept everything, but then in base game the US ships miss even an unmanuevering bomber or awacs... yeah, this game is still brokenly unbalanced
This mod is a must for serious players. There are lots of updates in the background to ECM, resistance to ECM in many weapons and improved sensors. I've really enjoyed it.
I was soo hyped for this game, but honestly, it's mostly boring. I'm rather dissapointed with it, I think it needed just a little more time in the oven, and you spend the majority of your time in the map view. IMO, make the map view just an extremely zoomed out live feed of the battlefield. Almost like a Warhammer table top live action game.
Just to clarify, they made this an incredibly beautiful game, but then stuck the user in a 2D map mode that could of been run by MS DOS. 80%+ of your time on each mission will be spent looking at this dull screen.
You can see what weapons it carries in the bar at the bottom, only SAMs are RIM-7s. Spruance would not have been able to fire Standards, it has no SPG-51s to provide illumination.
In response, they could give the Soviet Union the Pyotr Veliky subclass of the Kirov, as well as the Udaloy-II, Krivak-IV, Kuznetsov + Su-33, Neustrashimy, and a few other things
But that's the thing, all of this was in the era of the game but they didn't include it because by the end of the 80's the Soviets were so far behind in tech that it wouldn't make for a good game. For balance they have limited the NATO units severely to make it challenging. In short, the US will under promise and over deliver and the Soviets will over promise and under deliver. If you want a challenging game, you will Nerf the over powered side. And to be fair to the current Russian Federation forces, they have caught up quite a lot as the US has wasted a few decades on speculative tech. It's very important to keep in mind that this Mod does *not* change the built in missions. You have to use Mission Editor to swap them out, or create your own missions. Also, all credit to Stealth 17, he highlighted the distance variances, but it wasn't that - it was the simultaneous tracked items (in the details when you look). The early 80's was 1. The mid 80's was 12 to 64, this was in response to the massive advantage that the Soviets had in Anti-Ship missiles. All nations will try to counter any advantage, so right now have Nerf'd things in favor of the Soviets. It will be interesting to see what it looks like at launch.
Can u please use this mod for American ships for now on. This way its more fair against the soviets. I would love to see this mod installed and u making a video vs soviet fleet
@Stealth17Gaming totally understandable. Hopefully they buff the soviets so it can be balanced so we cam get fun videos lol if they bring the soviets to 89 or 1990 version then maybe the mod will be more fair for scenarios
@@wastelander89 There isn't much that can be done in terms of soviet systems without advancing the timeline to 2010 or so, from the last years of the cold war throughout the '90s and early 2000s there was basically zero funding and everything was left to rot. I guess they capped the base game to around '85 for that reason.
@@wastelander89The Soviets in game are already considerably buffed compared to their historical counterparts, the Udaloys in game have working SA-N-9s, all with two MR-360 Podkat/Cross Sword illuminators, which wasn't the case historically, many ships only received one, and this was the case until the end of the Cold War.
I hope this won't be another game that needs to be fixed by mods. I just tested v1.0.5 of the base game, carriers still get stuck recovering planes that decided to identify as submarines so the carrier beaches itself. Ships still run over each other in formations for no good reason, and if you order one plane to fire one weapon the whole airwing launches everything they've got. BUT they fixed the planes don't fire at all bug, hurray
@@cadetrenewit's no "Soviet Bias", if you paid attention in class. The Soviet Union doesn't have a potent fleet due to corruption and economy issues which hampered any moderation plans. The Devs gave the Soviets an edge to an overpowered USN. You're just bad at the game.
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
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
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
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.
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.
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
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
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 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
Cant wait for a sea power modern day/near future mod
@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.
Oh, those transports are going to regret pissing off the Tico...
At 3:26 a major Upgrade is the min detection altitude of 200 vs 10, lots of other upgrande change min ranges too
What a tease! That carrier group needed to go.
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 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.
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.
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
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 😂
Kirov: „Balance? I hardly knew her“
I was wondering when someone was going to mod in VLS. That was fast!
"Ok guys/gals, once the missiles are all away, we get shore lea..."WHOOOOOSHWOOOSHWOOOOSH....
I really hope that at some point we will (Must) have the missing late cold war stuff in the game: Kalinin, Ustinov, Varyag, 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
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!!
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.
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).
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
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!)
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.
Need to be able to add waypoints for the Harpoon so you can DTOT a target from different approaches..........
And for torps as well
This is the order of battle refit that I remember from my time in the 90s.
Ahh, so NATO gets it realistic balance, nice.
The Virginia's upgraded radar has 25 target channels and 50 weapon channels, vs 1 and 1 on the original model.
so they made game right before nato went op
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.
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
I may have crashed Sea Power using the mod, and launching about 400 TASM against a Kirov battlegroup, which just spammed missiles..
I'd like to see the outnumbered but strong battlegroup vs high number of enemy.
The game just came out and already mods love it
Hopefully mod authors will come up with some blue sky thinking for realistic post-Cold War Soviet naval forces modelled off post-collapse Russian developments in the 2010’s and 2020’s, to give us an actual wargame.
Russian ship designs have always been extremely interesting and innovative, and as much as the late/post-collapse era might push us towards the idea they’re all over hyped junk, the fact is that when they spend efficient money, they’re extremely competitive and make for a fascinating asymmetry of design philosophy that is great to explore in Cold War-era simulation games.
It’s unbalanced as a mod because it’s modelling an era when NATO had no competition, so Bluefor will always have a huge advantage. But if we’re putting in purely hypothetical American SSGNs (something that was never US naval policy) then why not mod in some ‘what if’ 90s and 2000s units for Redfor? :-)
The Kirov class is still a beast as it should be.
AEGIS/VLS is amazing.
Oh boi, more warcr- i mean submarines in the ocean:)
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 😂
Still pretty good. They are a little behind fleet command but it’s looking good. Next patch I hope they let us save a game lol oh and rescue downed pilots.
Please note this is a mod, not part of the base game
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)
Having some upgrade mods is fine but... buffing non-US units (UK, French etc.) could have been a better idea (would not have unbalanced the game), and there are a few issues with the buffs. The Franklin SSBN was never equipped with dozens of tomahawks to my knowledge, and the number of missiles carried out in the cruisers and Destroyers (using VLS) seems wrong to me (far too many compared to the number of cells). There is a general problem with air to air missiles: max ranges are for shooting non maneuvering targets from high altitude to high altitude; in real fight, planes are usually diving into denser air and maneuver to bleed the incoming missile energy, hence ranges are much shorter, and this is not modeled at all. The major difference between older ships and more modern ones (and between NATO and Eastern ships) is the capacity to treat multiple threats. A Russian ships cannot effectively guide a dozen of sea to air missiles to defend itself, and older NATO ships could not do that either, hence the power of saturation attacks. It seems some tof the upgraded US radar do show the difference in their capacity to track targets, which is very important.
11:31 Typhoon showing up including nuke mod
The TASM missiles always seem easier to shoot down by the top Soviet cruisers.
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
This mod seems very realistic.
Franklin be like: I can take the entire Soviet navy by myself!
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.
Wish I found more TH-cam videos of Command:Modern Operation. That game seems extremly detailed compared to this - only downside is that is only 2D
I use the tico vls against 100 airliners. It was awesome
18:00 it doesn’t help that everything is in a straight line, but impressive nonetheless
with the TLAMs, can you do multi-angle attack with same time on top?
The Ticonderoga is still active so they ARE great ships, not WERE
Correct however they are way past their prime and are being phased out already, unless the US Navy decides to refit them for another century
Grim reapers is 100% getting this mod
Important safety tip here... there is NO balance in war. You are dealing with real world assets here. You may have an overpowering force or a much weaker force vs the enemy. Your job is to deal with whatever the situation is. That is a true simulation and the reason I bought it. I welcome the upgrades :)
At some point I have to wonder, if you want real war so bad, why don't you go to Ukraine?
@@Nala15-Artist
What a weird ass response about a video game
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.
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
I’m gonna play the soviets now against this mod
Will you make scenario's for use with this mod?
Yeah maybe sometime.
hi so what missions do u recommend playing with this mod
Can you make scenarios with this mod?
The mod lets VLS fire a little too fast for it's real capabilites.
How much longer till someone mods in an arleigh burke?
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
111:16 Let me correct that for you by replacing the word "mod."
Do you see how this REAL LIFE ADJUSTMENT can actually be?"
6:28 lmao
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
Love how until this mod the game was NATO vs Russian navy wishlist.
modded already? damn didn't this game JUST come out?
Fair? No.
Realistic? Yes.
could you showcase the type 21 destroyer of the royal navy mod please
Can u use this mod and make a mission with 10 kirovs vs 10 ntu Ticonderogas and see who wins. Even tico ntu still cant take out kirovs lol
They modified the Franklin's to carry tomahawks???
No, it's a stand-in for Ohios until modders can add in different unit models.
dont know if the devs will add vls in base game
Sims 4 videos when
Are you sure that Benjamin Franklin isnt bugged? thats wuite lot of missiles for one sub
Nope. Think they could fit about 4 Tomahawks into 1 SLBM silo. According to Wikipedia: Armament 22 tubes, each with 7 Tomahawk cruise missiles, totaling 154
@@Stealth17Gaming nice fleet you had there, it would be a shame if,..
This version never existed but the Ohio SSGNs are essentially this.
@@PrimarchX Beat me to it. The Ohio SSGNs only ever carried the land attack version of the Tomahawk.
I'd be surprised if the USN never looked at the possibility of an anti ship version but it appears it was never seriously considered and doesn't appear to have become an actively serving platform.
USS Florida fired 93 missiles against Libyan targets in 2011 apparently....Oof.
I love this mod cause I suck at the game
If your fighting fair, you are doing something wrong
Sure, but this is a game. I want to be challenged. I can just open the dev tool and hit DELETE on the enemy ship, don't even need to fire a missile. Not fighting fair, but I wouldn't call it winning either.
The changes to the AGM54 Phoenix were most welcome. In the base game it misses far too much compared to the Aim 7 sparrow when in reality it was a much more deadly missile.
Don't get why there are mods before the game even has left early access. Finish the game and make it proper without mods...then maybe let people build mods when they want to add something crazy that's not needed
People can mod the game as much as they want. The devs don't mod the game, they develop it. It's not like their attention and time is going to modding. These are enthusiasts making the mods.
@Stealth17Gaming Sometimes I just get scared that devs might skip mechanics or content because there are already good mods for it out there... sounds weird but it scares me
man i wish i could get mods
You can. They're on the workshop
@Stealth17Gaming well I didn't technically buy the game, games are just way too expensive for me right now, I do wish I could support them they did make a really good game
seeing the Kirov intercept everything, but then in base game the US ships miss even an unmanuevering bomber or awacs... yeah, this game is still brokenly unbalanced
i find USA vanilla ships underpowered
Is the mod free?
Yes
@ ok thanks
Mod creator says makes game play unfair 😂 *laughs in American*
This mod is a must for serious players. There are lots of updates in the background to ECM, resistance to ECM in many weapons and improved sensors. I've really enjoyed it.
I was soo hyped for this game, but honestly, it's mostly boring. I'm rather dissapointed with it, I think it needed just a little more time in the oven, and you spend the majority of your time in the map view. IMO, make the map view just an extremely zoomed out live feed of the battlefield. Almost like a Warhammer table top live action game.
Just to clarify, they made this an incredibly beautiful game, but then stuck the user in a 2D map mode that could of been run by MS DOS. 80%+ of your time on each mission will be spent looking at this dull screen.
Spruance in the Mod has SM-1/2? I thought VLS was only for Tomahawk and ASROC.
You can see what weapons it carries in the bar at the bottom, only SAMs are RIM-7s. Spruance would not have been able to fire Standards, it has no SPG-51s to provide illumination.
In response, they could give the Soviet Union the Pyotr Veliky subclass of the Kirov, as well as the Udaloy-II, Krivak-IV, Kuznetsov + Su-33, Neustrashimy, and a few other things
But that's the thing, all of this was in the era of the game but they didn't include it because by the end of the 80's the Soviets were so far behind in tech that it wouldn't make for a good game. For balance they have limited the NATO units severely to make it challenging. In short, the US will under promise and over deliver and the Soviets will over promise and under deliver. If you want a challenging game, you will Nerf the over powered side. And to be fair to the current Russian Federation forces, they have caught up quite a lot as the US has wasted a few decades on speculative tech. It's very important to keep in mind that this Mod does *not* change the built in missions. You have to use Mission Editor to swap them out, or create your own missions. Also, all credit to Stealth 17, he highlighted the distance variances, but it wasn't that - it was the simultaneous tracked items (in the details when you look). The early 80's was 1. The mid 80's was 12 to 64, this was in response to the massive advantage that the Soviets had in Anti-Ship missiles. All nations will try to counter any advantage, so right now have Nerf'd things in favor of the Soviets. It will be interesting to see what it looks like at launch.
Can u please use this mod for American ships for now on. This way its more fair against the soviets. I would love to see this mod installed and u making a video vs soviet fleet
Now it's overpopowered. I don't mind making the occasional video with it but overall it's bad balance compared to the vanilla balance.
@Stealth17Gaming totally understandable. Hopefully they buff the soviets so it can be balanced so we cam get fun videos lol if they bring the soviets to 89 or 1990 version then maybe the mod will be more fair for scenarios
@@Stealth17Gaming also thanks for responding so fast tonmy comments 👍
@@wastelander89 There isn't much that can be done in terms of soviet systems without advancing the timeline to 2010 or so, from the last years of the cold war throughout the '90s and early 2000s there was basically zero funding and everything was left to rot. I guess they capped the base game to around '85 for that reason.
@@wastelander89The Soviets in game are already considerably buffed compared to their historical counterparts, the Udaloys in game have working SA-N-9s, all with two MR-360 Podkat/Cross Sword illuminators, which wasn't the case historically, many ships only received one, and this was the case until the end of the Cold War.
I hope this won't be another game that needs to be fixed by mods. I just tested v1.0.5 of the base game, carriers still get stuck recovering planes that decided to identify as submarines so the carrier beaches itself. Ships still run over each other in formations for no good reason, and if you order one plane to fire one weapon the whole airwing launches everything they've got.
BUT they fixed the planes don't fire at all bug, hurray
This breaks the balance.
Balance? You mean it fixes the Soviet bias?
@@cadetrenewit's no "Soviet Bias", if you paid attention in class. The Soviet Union doesn't have a potent fleet due to corruption and economy issues which hampered any moderation plans. The Devs gave the Soviets an edge to an overpowered USN. You're just bad at the game.
@@cadetrenewyour the type of guy to lose a guided missile cruiser to a rock thrown by a passing fisherman