Sea Power

Sea Power

63 ratings
White Sands Realism
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10.831 MB
12 Nov @ 6:22am
19 Nov @ 7:24am
24 Change Notes ( view )

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White Sands Realism

Description
A general overhaul of all in game units and systems to bring them in line with their as trialed and deployed performance.

Changes include but are not limited to,

Missile burn time
Missile range
Missile guidance performance
Missile payload
Round payload
Round MOA and dispersion
Proximity fuse range
Countermeasure count
Magazine capacity
Weapon rate of fire
Available loadouts

And much more

All changes can be viewed in the pinned discussion


Currently implemented:

Historical countermeasure count for all aircraft
NATO mount overhaul pass
PACT mount overhaul pass
Aerial guns overhaul pass
Custom Loadouts
Aircraft engine performance pass
GRAU weapon designations with NATO reporting name / nickname
NATO weapon designations with NATO reporting name / nickname
USN Ship performance and displacement overhaul
Missile burn time specified
Missile guidance parameters specified
Naval gun accuracy pass
Naval gun damage pass
All carriers use all elevators during combat, Forrestal elevator code provided by rileysrogues, check out his collection here https://gtm.you1.cn/workshop/filedetails/?id=3365617622 - Said mods are no longer needed as such functionality is included in WS


In progress:

More Tweaks

Future plans :

Proximity fuse range pass
Magazine pass
Loadout pass
New loadouts
More Weapon sub variants
New Weapons
New aircraft

Compatible with :

More Weapons Mod - Load White Sands after this mod for MWM to take effect

Actual Soviet Vessel Designations - White Sands does not modify vessel names at this time, can load before White Sands

NTU - Load White Sands before this mod

Realistic Damage - WSR does not modify the modules.ini file which any of the "ship health" mods do, thus all of them are comparable with WSR, you can load them before or after WSR

Partially Incompatible with :

Weapon Names for Civilians - Weapon names are modified, load before White Sands to take effect, text will be missing from White Sands content

Realistic Radar - White Sands makes very similar changes to RCS, but also makes changes to IR emissions, can be loaded before White Sands to overwrite White Sand's changes but it is not needed

Incompatible with :

Carrier Full Capability - WSR includes similar features and some of the code used, separate mods are not needed, credit to rileysrogues - https://gtm.you1.cn/workshop/filedetails/?id=3365617622

Mod ID : 3364578015
114 Comments
BEAR 3 hours ago 
@Lolman345 thank you so much for the response. I'm super excited about the modding work being done for this game and hopefully more to come from the dev to polish it and add in some ships, modernization packages, and features that aren't in the game yet.
Z1kmund 5 hours ago 
Did the mod change the accuracy of the coastal batteries? I tried to play the Dong Hoi scenario and the enemy fire is pinpoint.
Lolman345  [author] 10 hours ago 
@BEAR Ditto to the statement made to TheRealSteve, also, all naval guns had their damage output increased slightly, but most importantly, said guns have had their accuracy greatly increased, meaning when in range they will hit their targets far more often than vanilla. Sadly as well, the Iowa's armor features are not really modeled at all, with it's only really "armor" related feature being a line of code that gives it "belt" armor, which seems to be a percent chance to ignore certain types of damage, yet, it is quite hit or miss.

This is why you can pull up a kirov right next to the Iowas ad somehow kill them with the AK-630 CIWS, which makes 0 sense..

@3_ducks_in_a_trenchcoat Currently WSR has only been tested on the current stable branch. I would wager that I would need to rebuild some of the files that WSR currently changes from what it sounds like here, possibly the english lang file as this sounds like WSR's lang file is missing new lines of text present in the beta.
Lolman345  [author] 10 hours ago 
@Shoelace SH-2F registry 1653 was the first SH-2F to deploy AGM-65s, doing so while carrying a single AGM-65 on a starboard weapons mount, a image of it with a captive training AGM-65 without wings is available online.

@TheRealSteve Those mods change the Modules.ini file, WSR does not, thus you can load them before or after WSR and they should take effect without issue. I had added such to the compatibility section.

@Shoelace WSR does not modify any helicopter launching options, nor, is WSR built to function on the beta branch.
3_ducks_in_a_trenchcoat 11 hours ago 
Great mod!
As some others have mentioned below WSR currently breaks some of the unit Status text on the 'stable' public beta branch (v0.1.0.5.14880 (Stable #90)). For example vanilla text 'Heading to Waypoint' is 'MISSING TEXT - [Status]Default' with WSR, and vanilla 'Performing Flight Ops' is 'MISSING TEXT - [Status]PerformingFlightOps' with WSR. I could not reproduce this on the release branch (no beta version selected in Steam). Hope this helps!
BEAR 13 hours ago 
Is this mod compatible with the realist damage mod? I feel like damage is to severe in the game right now (running this mod but not sure it is the cause). Basically, I just took an Iowa down with ~20 127mm shells from a Tico. Tried and again had about the same result with a Kidd.
Shoelace 13 hours ago 
I'm on the BETA branch and your mod now make every ship that has a helikopter let it come out and fly. And when you order it to return to base, it goes in and come out again xD
TheRealSteve 13 hours ago 
Compatible with realistic ship damage? Also, I read "customizable loadouts." Does this allow customization of aircraft available at certain airfields? If not, I'd like to see this feature.
Shoelace 13 hours ago 
I found: ''Armament: two side-mounted hardpoints capable of carrying two anti-submarine torpedoes or (on non-US aircraft) missiles. ''

So yeah, not on USN heli's.
Lolman345  [author] 14 hours ago 
@BEAR Means that I made a pass through all the files to inspect them and change things.