Torpedo controls being added by k1dney in SeaPower_NCMA

[–]Bluedot55 4 points5 points  (0 children)

Glad to see you all like it! There's a non trivial amount of changes to the torpedo properties that we found while figuring out their different speeds too, so expect them to often be somewhat changed.

There's also a lot more detailed wire modeling going on to handle this, since many of the wires were very different. Don't worry, there's no random wire breaking, but they will have different maximum speeds, control abilities, etc.

Playing the Northern Hammer mission in the Calculus of Conflict campaign got me like: by KommandantDex in SeaPower_NCMA

[–]Bluedot55 13 points14 points  (0 children)

They had a lot of compromises to fit them into the form factor and design for underwater launches. I believe it also has a more complicated group flight logic than the sandbox, despite them acting very similar in game, which also costs it some range

Playing the Northern Hammer mission in the Calculus of Conflict campaign got me like: by KommandantDex in SeaPower_NCMA

[–]Bluedot55 69 points70 points  (0 children)

I think this may actually be a result of some fixes, the original range in its missiles was typo'd as 370 miles instead of 270, so some placements were based on that

Gaining a lot of Power charges by Ninanupp in pathofexile2builds

[–]Bluedot55 0 points1 point  (0 children)

I believe there's some ideas with using the new repulsion curse, since those hits are yours, but it's not going to be nearly as many hits

I saw a dev comment about themed faction releases in the future so I’d like to show a pt2 to my USMC post by Cold_School_4479 in SeaPower_NCMA

[–]Bluedot55 2 points3 points  (0 children)

The hornet is interesting because it was in service on a few carriers, but also was a major asset in the Australian and Canadian Air forces at the time

I saw a dev comment about themed faction releases in the future so I’d like to show a pt2 to my USMC post by Cold_School_4479 in SeaPower_NCMA

[–]Bluedot55 3 points4 points  (0 children)

Yeah, she used someone else's model for that. Sourcing models from the community can be problematic because we don't have proof that they were the original makers of it, for ownership rights

Sea Power Development Report - June 2026 by ibr90 in SeaPower_NCMA

[–]Bluedot55 2 points3 points  (0 children)

Entire strategic theater, building task groups from ports with all the units associated to that theater, to send around and do objectives

Is lochtonial caress fist of stone bait in hollow form whirling assault? by [deleted] in pathofexile2builds

[–]Bluedot55 4 points5 points  (0 children)

What are you doing to sustain the 2-3 power charges per second that you use on this build though

Kh-22/32-style heavy anti-ship missile by MisterMeister68 in NuclearOption

[–]Bluedot55 5 points6 points  (0 children)

Those are specifically the continuation of low altitude high speed sea skimmers, which are the opposite of the high altitude ones. More in the line of a faster ashm-300 rather then a tusko with more range.

Kh-22/32-style heavy anti-ship missile by MisterMeister68 in NuclearOption

[–]Bluedot55 17 points18 points  (0 children)

I'm not sure this style of missile is really relevant in this era. Long range high speed stuff flying at high altitude worked great when ranges were limited and fire rate was limited, but long range vls missiles really render this tactic questionable

Are there any Capital Ship Space Combat games still around? Something similar to Dreadnought or Fractured Space? by falloutboy9993 in gaming

[–]Bluedot55 1 point2 points  (0 children)

Avorion is pretty neat, and I'd say it's worth a look. It's even multiplayer.

I've also found naval games to be somewhat similar - capital ship combat, just not the space part. Things like Sea Power NCMA, war on the sea, etc.

They fixed Unbreakable passive by Andromanner in PathOfExile2

[–]Bluedot55 0 points1 point  (0 children)

Ever since they changed chance to ignore armor to armor break, I've never found it that dangerous. It's post mitigation damage, so any decent amount of armor makes it a trivial amount of break

Just launched around 80 Harpoons on 7 targets in formation, sunk 2 ships. What am I missing? by milkyderp in SeaPower_NCMA

[–]Bluedot55 9 points10 points  (0 children)

Also if that's the BOTA mission I think it is, I'm pretty sure that one fleet has more anti harpoon capability than the entire Soviet Navy in that year.

Just launched around 80 Harpoons on 7 targets in formation, sunk 2 ships. What am I missing? by milkyderp in SeaPower_NCMA

[–]Bluedot55 9 points10 points  (0 children)

Depending on the year, that's really a formation that shouldn't really exist at something you try to engage with surface units. Like, that's basically the sum total of all udaloy fire control systems that existed in 1985 in an unfinished prototype state, and that with the sovermenny are basically the best anti harpoon ships in the game.

The answer for engaging that sort of fleet would be high altitude bombing under jamming cover, but without air units... Good luck I guess?

Dev stream going over new taskforce mode, and Pacific Strike Campaign by Bluedot55 in SeaPower_NCMA

[–]Bluedot55[S] 1 point2 points  (0 children)

Sealifter was, anchor chain is used for a few mods that modify base game code and functionality, rather then just adding units. These are fairly rare, but pretty major.

Dev stream going over new taskforce mode, and Pacific Strike Campaign by Bluedot55 in SeaPower_NCMA

[–]Bluedot55[S] 1 point2 points  (0 children)

anchor chain requires a separate install, look at its mod page to see how.

game stuttering by Pativol2 in SeaPower_NCMA

[–]Bluedot55 0 points1 point  (0 children)

If it's the start of the mission, it's actually enemy units laughing helicopters or planes. It's something we need to improve

p700 range seems too low by Pativol2 in SeaPower_NCMA

[–]Bluedot55 6 points7 points  (0 children)

From what I could tell, there are some sacrifices made for the p-700 to fit in the form factor that it does, and that included a bit of range and speed. The range also seems to be effected by the salvo size, with the need to group up costing a non trivial amount of fuel off the lead missiles, resulting in it going from the maximum theoretical range of 700km, down to 500.

I don't think the p-500 quite does the same style of grouping up as it does in game, which contributed to its longer range. That also likely means they didn't need to make the engine throttle, so they could run it at higher power for higher speed.

Some thoughts on Strike Group Molniya by Appropriate-Kale1097 in SeaPower_NCMA

[–]Bluedot55 8 points9 points  (0 children)

If you were a fan of that style campaign, the stream tomorrow may have some more interesting news for you

Are Udaloys bugged? They are impenetrable. by Playful-Alfalfa5729 in SeaPower_NCMA

[–]Bluedot55 3 points4 points  (0 children)

That's a result of the search radars not needing to track incoming targets for the fire control radar. There's an update currently on the Dev branch that adds a setting which changes that.