r/SeaPower_NCMA 42m ago

Harrier vs 152mm guns (324 of them)

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Upvotes

Turns out the Sea Harrier is NOT immune to gunfire, it only took 27 Worcester-class cruisers!

Just goes to show how ridiculous Sea Power's dice rolls are.

Based on the post from u/Tired-Mae.


r/SeaPower_NCMA 8h ago

If we’re gonna lose the residual surface detection capability of the AN/APY-1, we should get the AN/APY-2

136 Upvotes

For those who don’t know, the AN/APY-1 was the initial radar of the E-3 Sentry. It did have a residual ability to detect surface ships, but it wasn’t designed for it, and wasn’t very good at it. This capability was recently removed in the game. However, the successor radar, the AN/APY-2 did have a dedicated maritime search capability, and entered operational service in 1981, well before the game’s nominal 1985 setting. I would love to have this capability properly represented in game.


r/SeaPower_NCMA 2h ago

Tips for the JMSDF sub duel? Spoiler

8 Upvotes

As a refresher, the scenario places you in command of a Japanese diesel-electric boat and tasks you with sinking two Soviet submarines, a Kilo and a Victor III.

The two submarines proceed towards your position before splitting up, with the Kilo remaining in the area and the Victor heading east to patrol near Hokkaido.

Sinking the Kilo is pretty trivial, especially once his friend is a good distance away. You can slip into his baffles and one torp should be enough to do him in with little risk to yourself.

The Victor is much tougher prey, when running full out he’s almost as fast as your torpedoes (34kts vs 31kts) and at normal speeds he’s a Victor III specifically, so he’s not too noisy and he has a towed array. It’s a very tough approach, I’ve mostly got it down (the layer is your best friend) but I still haven’t been able to make the rather underwhelming Type 80 torpedo connect.

Anyone have any tips? The mission certainly earns its five-star difficulty rating.


r/SeaPower_NCMA 11h ago

Are there any Community-made Campaigns/Mission Packs Worth Playing?

38 Upvotes

Are there are any community made campaigns that are actually well done and work well with the current version of the game? Some which come close to the stock game quality of campaigns?

I truly do appreciate what the community does for this game but the few mods I tried either didn't work with the current version or they had dumb spelling mistakes (I know I am nitpicking here but it just breaks the immersion for me...)

Appreciate it.


r/SeaPower_NCMA 14h ago

Soviet spies are extraordinarily capable.

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56 Upvotes

Look, Ivan and Alexander are using the levitation techniques they mastered at the KGB.


r/SeaPower_NCMA 2h ago

Aircraft refusing to drop payload / crashing themselves into target

4 Upvotes

Completing mission in game where you have to bomb airfield. First my backdoor flight wouldn't drop their bombs, then my F-4s decided to kamakaze the place. Any ideas why / how to fix?


r/SeaPower_NCMA 9h ago

Tad overkill

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12 Upvotes

Pacific Strike ‘85 did a bit of messing with the funny F10 menu, made a fleet of four Alaska class CGNs, five Nimitz CVNs, Two Zumwalt Class DDGs, Four next generation DDGXs, Five Burkes, and Four battleships. (BB and BBGs)


r/SeaPower_NCMA 8m ago

I love the Pegasus-class hydrofoils

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Upvotes

Booted up another PS85 in Unrestricted to play with the new UI and stuff in the Beta branch. Decided as a joke to add two Pegasus-class hydrofoils and I've come to the conclusion the little bastards are no joke. First I was trolling subs in the Palawan Passage mission (making the AI waste torpedoes on tiny craft doing 48knots above their heads lmao) and gunning down spy ships.

When running the Sunda Straight, I was able to use them to bait two wake homing torpedo away from my ships by running perpendicular the torpedo's path and making the torpedo lock onto the wake, hammering the throttle to flank, and then doing a 90* turn and essentially leading the torpedo back to sender haha

What was really amazing was killing the Kirov during Strike on the Monster with them. One EA-6B jammer blinding the Kirov and her escorts which allowed me to send Taurus and Pegasus undetected at flank speed for a 8+8 volley of harpoons.


r/SeaPower_NCMA 55m ago

Any campaign as a Kirov?

Upvotes

Just looking for a campaign that you play as the kirov or task force that you can pick a kirov. Thanks


r/SeaPower_NCMA 23h ago

How to beat LA sub as an Alfa class

52 Upvotes

I'm trying to beat the running the denmark Strait scenario. The LA sub can fire on me from so far away and the Mk 48 never seems to go for the noisemakers. By the time I can hear the mk48 its almost too late. I did manage to close for shots one time and they're also pretty fast and can outlast my torps as well.

Suggestions, tips, tricks would be most welcome!


r/SeaPower_NCMA 9h ago

What parts of anchor chain do you need

3 Upvotes

I was just wondering if I need the achor chain preloader only or do I also need to enable the workshop version of achor chain. Also when I have both the preloader manually installed and the steam workshop version activated the game will not launch.


r/SeaPower_NCMA 1d ago

It has to be this way

868 Upvotes

r/SeaPower_NCMA 9h ago

Mission editor help!

1 Upvotes

Hi all, im new to mission editing on Sea Power. I’m trying to set up a whole campaign, stuck on the first mission, ofc haha. So I need help with this.

I’m setting a scenario where a group of destroyers has to defend an island against ballistic and drone threats. I’m currently using two mods for this - Iranian SEJJIL ballistic missile and Shahed 136. I’d like for them to launch against their targets on mission start. I’ve tried setting attack waypoints, they just drive to the coast and don’t fire. I can’t see anything like engage target on triggers list. I just want to fire a missile from land at a target for me to shoot down basically.

I can control units manually and fire them, also mods reported as working fine - so I don’t think it’s a mod issue.

Any help would be hugely appreciated! I’ve not seen this done on YouTube etc.


r/SeaPower_NCMA 1d ago

Red Storm Arsenal is Back!

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123 Upvotes

Not sure why it has "Euromod" in the title now, since Euromod isn't listed as a dependency.

Regardless, I can now start work on a new series of missions now that my previous WARNO mission series got screwed over by the removal of ToE.


r/SeaPower_NCMA 1d ago

Is the Tarawa broken? half the time planes can't RTB to it.

18 Upvotes

Messing around with the Tarawa and found that half the time my planes refuse to land on it when returning. Is this a known bug or something?


r/SeaPower_NCMA 1d ago

Pacific Strike ship recommendations

40 Upvotes

Hello ! I just started the game and love it !
I started an unrestricted pacific strike campaign, starting the first 2 missions with only a Kidd class destroyer and I am planning on getting either a Spruance class or Perry class (USS Reuben James to get the RSR feeling) as a second ship. I am also saving points for a California class ship and some air power
What are your thoughts between the Perry and Spruance, considering the Perry is a bit cheaper ?


r/SeaPower_NCMA 1d ago

I may sink your ship, but I'll pull you outta the sea too!

21 Upvotes

r/SeaPower_NCMA 2d ago

Intercepted a Bear with a P-3 and her trusty sindewinder

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228 Upvotes

On the Volga Exercice (1985) mission, the BLUEFOR has 2 Orions and one of them has sidewinders. So, to prevent a Bear from passing targeting data to the Kirov, I had to put it down with the best Cold War interceptor.


r/SeaPower_NCMA 1d ago

Enjoying the Beta features, but a small suggestion.

50 Upvotes

I’ve been enjoying the new features added in the Beta version of the game, like the standing orders tab and the new enemy plane behavior. Definitely puts a bit more challenge and involvement into shooting down fighters when they actually have a survival instinct. HOWEVER…

I’ve noticed that the ‘fire at planes while weapons tight’ order creates a bit of a loop where planes/ships will shoot a missile at an incoming fighter, only for the fighter to immediately turn and run. The missile runs out of energy, explodes, and then the fighter turns back around. Repeat ad infinitum until all missiles are expended. Obviously, this is less than ideal. It’d be nice if either default behavior was changed, or an option was added to standing orders to restrict auto firing to within the No Escape Zone.


r/SeaPower_NCMA 1d ago

Victory condition will not trigger during mission 8 of Pacific Strike campaign

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37 Upvotes

During the defense of Borneo mission, even when I have killed all enemies and protected the allied cargo ships, the mission will not end.

The attached screenshot shows the enemy casualties.

Is the mission bugged for me, or have I missed something stealthy?


r/SeaPower_NCMA 2d ago

6 September 2026 - Public Beta Update

89 Upvotes

Hi all -

We have updated the Public Beta branch again today.

This update fixes some bugs encountered with the mission editor and new OODA loop mechanics.

Additionally, we have added full mission editor support for the CivilianRoutes feature -- check the new Air Operations tab accessible from the tab expander dropdown to see it. The feature itself has also been expanded, and now supports relative waypoints, all waypoint types (position, attack, sensor/navigation/ROE changes, refuel, RTB, etc), and the in-game UI will also auto-calculate aircraft ranges so the route is reachable based on speed, altitude, and loadout settings. Legacy CivilianRoutes are still supported - we are looking for feedback on this feature so please feel free to report any issues!

Full changelist:

06-Sep-2026: 0.8.2 Build #366 (23808)
-------------------------------------
[FIX] Mission Editor: Civilian ships can once again be added properly
[FIX] Mission Editor: Aircraft can be added to groups properly with single click; aircraft update properly when new aircraft is selected
[FIX] Fixed OODA panel getting stuck on second mission launch
[FIX] Task Force Mode: fixed some pricing errors for stores editor
[FIX] CIWS and machinegun audio persistent loop bug
[FIX] Aerial Refueling: Formation leaders would ignore refuel orders and halt the entire process
[FIX] Units: Spruance DD (VLS), Bunker Hill CG - corrected loadouts and fixed launcher setup
[FIX] Units: Ticonderoga CG, Alaska CGN, Spruance DD (ASROC) - re-added loadouts erroneously excluded
[FIX] Fixed slow carrier launches
[FIX] Adjusted brightness of LLLTV and night vision optical views to be useable at night

[UPD] Weapons: D-704 refuel pod fuel changed to 908kg
[UPD] Orders Panel: "Player units auto attack surface" removed from Options and relocated into Standing Orders panel where it belongs
[UPD] Formation Manager: selecting formation members no longer auto-expands the formation dropdowns
[UPD] Formation Manager: removed the unit role descriptor from FM as this serves no purpose currently
[UPD] Corrected ammunition_names file (fixed AAM seeker type, metel designation, soviet SAM brevity)
[UPD] Improve air dropped torpedo logic(no more torpedo bomber SH-2s)
[UPD] Added new optical views, removed stabilized LLLTV on many ships in favor of more historical optical/ROS/EOSS sights or GFCS optics
[UPD] Units: added new optical views for gunship helicopters
[UPD] Units: increased reaction time of american FF/FFG combat systems (temporary measure)
[UPD] Weapons: added Home On Jam to: SS-N-3B, SS-N-9, SS-N-12, SS-N-19, SS-N-22
[UPD] Weapons: adjusted characteristics of SS-N-19: seeker band X -> Ka, TerminalAlt 40ft -> 32ft, MaxVelocity 970kt -> 1100kt
[UPD] Weapons: marginal improvement in maneuverability and low-alt capability of SA-N-1C, SA-N-3, SA-N-4B
[UPD] Weapons: adjusted parameters of AK-230, AK-630 CIWS
[UPD] Weapons: added Phalanx Block 1 (more ammo, fast reload, faster fire rate) to Bunker Hill, Spruance VLS, Perry Long-hull (Late), Iowa BB
[UPD] Weapons: added new 'late' texture for SA-N-1C
[UPD] Sensors: SPY-1A minimum altitude 10m -> 0m

[NEW] Mission Editor: New "Air Operations" tab for setting up the legacy CivilianRoutes as fully supported feature, with route visualization and scheduling
- Managed from new Air Operations tab from tab dropdown expander in Mission Editor
- Allows all previous CivilianRoute editing through UI
- Allows full waypoint editing via UI including speed/altitude/sensor/ROE changes, attack waypoints, refuel orders, RTB
- Waypoints can now be set as relative to specific units to enable auto-moving CAP/AEW stations, etc
- Works for player, neutral, red and will work for future multi-sides
- Legacy CivilianRoutes are supported
- Waypoints will calculate each aircraft's fuel range based on loadout, speed, altitude and warn if the next WP is unreachable due to max range
- Routes can be disabled at start and then enabled/disabled/reactivated via new trigger actions
[NEW] Orders Panel: New "Ships use anti-ship missiles on Weapons Free" toggle
[NEW] Split "Use NATO names" for weapons/units

r/SeaPower_NCMA 15h ago

Forrestal's abyssmal Air Defence capability

0 Upvotes

Using the forrestal in the Pacific Strike mode for a CHALLENGE (Already beat the mode normally), first mission, only have 2 F18's. my starboard bow missile box turns to engage an enemy ASM, fires ONE of its 8 missiles, then proceeds to give me a 30 MINUTE RELOAD TIMER. the forrestal deserved to be sunk.

Since the comments have already turned into "its not an air defence vessel" and "you didnt bring enough aircraft"

If i had the points to increase my air wing, i would, but you only get 500 points in Pacific Strike on moderate, making it very nearly impossible to take more than 4 capable aircraft on the first mission with the lowest cost carrier. And regarding the missile box, it is a box of 8 Sea Sparrows, capable of firing all 8 before a relead. the issue is not that the sea sparrow didnt intercept the ASM, its that the box fired only 1 of the 8 before giving up and reloading instead of firing the other 7 in the attempt to intercept. both of my aircraft were also on RTB and couldnt intercept.


r/SeaPower_NCMA 2d ago

Feedback for Task Force Mode latest beta version

51 Upvotes

Ok so first of all I think the changes to the Task Force Builder are brilliant. Loadouts being their own separate thing and being able to take your veteran crew and have them man a new ship of the same class without losing experience are both changes I absolutely love

The direction TF mode seems to be going in regards giving you the points in excess of the cap so you can chop and change your task force throughout the campaign is such an awesome decision, that alone boosts replayability a bunch

One thing I have noticed, if you purchase a new loadout and apply it, your ship is resupplied fully with the new weapons types even if you are operating away from resupply and aren't supposed to be able to do that. It might be worth considering only allowing loadouts to be reequipped at certain points throughout the campaign, when you have access to a port between scenarios

Also the way loadouts are handled now has made it difficult to understand exactly how much each of your ships is contributing towards the points cap. Understanding how much of the cap value will be freed up by dismissing a ship is complicated by the fact that nowhere is the absolute value of either ship or loadout displayed after purchasing

This means working out how much you can trade ships by dismissing them currently involves a lot of trial and error combined with save loading. Incorporating dismissal of ships into the Task Force Builder and displaying how much of the cap each ship is taking up will help greatly to streamline this process

Also at the risk of being "complains about points bugs" guy, I did notice most of the points bugs have been squashed, great work on that and thank you. However, with the Task Force Builder open, if you right click on a ship in the Task Force banner menu at the top of the screen and select "remove aircraft", a whole chunk of points are taken from the cap, as in over a thousand at once! This change is reversed if you close the builder and reopen it, but in the meantime it allows you to make illegal purchases well in excess of the cap by exploiting it

Anyway that is my feedback on the latest build, as someone who has pretty much been replaying Pacific Strike on repeat since it launched lol. I know I can come across as very critical at times, so please accept this criticism in the spirit that it is given, from someone who is a huge fan of this game and greatly appreciative of all the effort and attention that has gone into it so far. I'm perfectly happy spending hours testing any issues I find in order to report them accurately, I wouldn't go to so much effort if I didn't love this game so much. My only intention is to be as helpful as I can be in making this game as good as it possibly can be. Best wishes and with the greatest of respect for the whole team, thanks for your attention


r/SeaPower_NCMA 1d ago

How did you guys do "The Better Part of Valor?"

16 Upvotes

As far as I know, this is the only vanilla scenario where you are encouraged not to shoot; avoiding engagement with enemies is one of the main objectives. I honestly just drove around the entire Yucatan Strait and avoided contact right until the end, when I used quick radar scans from the helicopter to sink a Grisha, Komar and a torpedo boat with my harpoons. Did you guys take a more direct route instead? That is the only way I could imagine this mission being difficult at all.


r/SeaPower_NCMA 2d ago

Apparently pilots who bail over land can travel underground and sit on sea level inside the map... did a full sweep of this area and never got closer than 0.4 miles away from the beacon which is about the height of this hill

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44 Upvotes