Naval Command is pretty good.
Detection is pretty simple. You roll a die, add your radar stat(if you've gone active) and maybe a situational modifier or two, and if you've beaten your target's EW stat, you've detected him and can now shoot. Shooting is much the same, with a single die roll plus a couple modifiers for weapon quality and situation trying to beat that same EW stat to lock on to the target. Finally, the target tries to shoot down your shot, rolling a die plus modifiers and trying to beat the missile' defense value. If that last roll fails, you hit and do damage. Airstrikes function almost exactly the same way, with a few different modifiers to show the difference. Detection and misdirection are huge parts of the game, and once the missiles stat flying, things happen FAST. Deciding when to go active with your sensors is almost always a white-knuckle decision. Despite all that, it's very much a game first and simulation second, with playability taking precedence over detail accuracy.
It's available on Wargamevault, and the author's website has complete stats for a lot of navies.