Sea Power

Sea Power

Royal Australian Navy Ship Mod!
112 Comments
volier9921 31 Jul @ 11:52pm 
can you make a french aircraft carrier
DAV0 14 Jul @ 5:08am 
just played the Bismark sea scenario and unfortunately i wasn't able to decipher the briefing and even after killing what i believe was everything (ship formation and one victor II) only loosing the Perth it deemed the scenario incomplete, where did i go wrong?
Von_Düsenhain 12 Jun @ 9:29am 
The mission Fremantle frenzy is unplayable, the 40mm just doesn't engage enemy ships and sometimes the ships just refuse to take orders and don't change course.
ThatOneP51Guy 14 May @ 2:47pm 
The mission called fremantle frenzy is impossible, since the other ships have longer range or equal range and you have less numbers it is quite literally, and plus, the ai is dumb enough to never follow player commands quickly enough or in the right way... :(
s.j.g2009 23 Apr @ 11:25pm 
I can't get the Anzac or the Hobart AWD to load in a game. They are listed in the ships but don't appear when the game loads.
SSG Beard [506 IR] 19 Apr @ 1:04pm 
Absolutely love this mod. Are you going to add the FFG Upgrade vessels with the MK41 cells?
Radar das Infidel 26 Mar @ 7:58pm 
Fremantle class does not have a mortar I don’t know where you got that from
rob.dee 25 Mar @ 9:49am 
1st mission the anzac one the enemy ships just die for no reason and sink 10 mins into the mission , reloaded and got same results twice , thanks.
SonarMB 11 Mar @ 1:54pm 
Served On HMAS Vampire Swan and Torrens, worked on Perth. Was an Electronics Tech working on Ikara and Mulloka. Looking for to mod
Bob_Semple_Tank 22 Feb @ 5:22pm 
HMAS Kanimblas CWIS is stuck inside the hull
Longbow 26 Jan @ 5:12am 
[RecoveryPoint1]
AllowedType=Helicopter
AssociatedElevators=1
BlocksLaunchPoints=1
Position=-0.0,0.11,-0.7
CircuitWaypoints=0,100,-0.4
FinalApproachPath=0.1,100|0,100 //distance in miles behind airstrip, height in feet over airstrip

[TaxiPath1]
AllowedType=Helicopter
From=Elevator1
To=LaunchPoint1
IsBackWards=True
[TaxiPath2]
AllowedType=Helicopter
From=RecoveryPoint1
To=Elevator1
Longbow 26 Jan @ 5:12am 
[AirGroup]
usn_sh-3h=Default,3

#Prev launch time was 128 sec
[FlightDeck]
AircraftCapacity=3
NumberOfElevators=1
NumberOfLaunchPoints=1
NumberOfRecoveryPoints=1
NumberOfTaxiPaths=2
#AircraftSupported=usn_sh-3h



HoldWaypoints=0,300,0.8|0.8,300,0|0,300,-0.8|-0.8,300,0
HoldStackSeparation=200 //In feet
HoldSpeed=200 //In knots. Landing is permitted once speed was lower than this

[Elevator1]
AssociatedLaunchPoints=1
#Mesh=Dummy


SpawnPosition=-0.0,0.11,-0.3
RidePosition=-0.0,0.11,-0.6
BoardBackwards=True
ReturnBackwards=False
EmbarkTime=6
RequiresFreeLaunchpoint=True
CloseDoorsAfterTaxi=True

[LaunchPoint1]
AllowedType=Helicopter
Position=-0.0,0.11,-0.7
BlocksLaunchPoints=1
BlocksRecoveryPoints=1
Longbow 26 Jan @ 5:00am 
@L337Rage i have no idea, even after i cleaned up and fixed the flight deck and flat out removed it it didn't work, so said fuck it re-made it and just pasted in the amended flight deck and it works now so something about the original ini is borked
L337RAGE  [author] 25 Jan @ 6:39pm 
I would say the issue is somewhere in here:
[---------- FlightDeck Definitions ----------]
[AirGroup]
usn_sh-3h=Default,3

#Prev launch time was 128 sec
[FlightDeck]
AircraftCapacity=3
NumberOfElevators=1
NumberOfLaunchPoints=1
NumberOfRecoveryPoints=1
NumberOfTaxiPaths=1
AircraftSupported=usn_sh-3h
LaunchDelay=50
SpawnInterval=50

HoldWaypoints=0,300,0.8|0.8,300,0|0,300,-0.8|-0.8,300,0
HoldStackSeparation=200 //In feet
HoldSpeed=200 //In knots. Landing is permitted once speed was lower than this

[Elevator1]
AssociatedLaunchPoints=1
Mesh=Dummy

BlocksElevators=1

SpawnPosition=-0.0,0.11,-0.7
RidePosition=-0.0,0.11,-0.7

SingleVehicle=True
RequiresFreeLaunchpoint=false

[LaunchPoint1]
AllowedType=Helicopter
Position=-0.0,0.11,-0.7

[RecoveryPoint1]
AllowedType=Helicopter
AssociatedElevators=1
BlocksLaunchPoints=1
Position=-0.0,0.11,-0.7
CircuitWaypoints=0,100,-0.4
FinalApproachPath=0.1,100|0,100 //distance in miles behind airstrip, height in feet over airstrip
L337RAGE  [author] 25 Jan @ 6:37pm 
@emperorvalse haha oh dear I will have to do something about the Kanimbla!
L337RAGE  [author] 25 Jan @ 6:16pm 
@empeorvalse I will definitely check that one out because a lot of people cannot get my sonobuoy mod to work. Strange you would think the higher mod in the list would have priority in a conflict
L337RAGE  [author] 25 Jan @ 6:14pm 
@longbow it must be my attempts at making it have a helicopter. I have noticed it will only launch one despite having 3 and I have no idea how to fix it :(
emperorvalse 25 Jan @ 3:25pm 
Yeah did you see the Grim Reapers YouTube video Royal Navy versus the Royal Australian Navy?
That shows how mods can conflict with each other to cause some hilarious outcomes.
Longbow 25 Jan @ 7:53am 
Hey, dunno why but Kanimbla is bugging everything out, removing UI, causing other ships to sink etc
L337RAGE  [author] 24 Jan @ 5:25pm 
@Skyblazer wow finally someone who knows what he is doing! Thats amazing mate happy to help in any way I can. I don't currently have one for a H-34 but it should not be too hard to make one as all it is is basically changing the aircraft.ini and adding the dictionary stuff. Brother honestly it is great to have someone with talent to do the things I wish I could do so plug away!
L337RAGE  [author] 24 Jan @ 5:21pm 
@Bandito I was thinking of doing that might be easier. Just having a break from Sea Power at the moment
skyblazer 24 Jan @ 7:30am 
If you have Sealifter, and all that installed I have a HMAS Anzac mod all setup, with custom mk6 turrets. I am also about 70% of the way through building the mesh for HMAS Melbourne, and Vampire will be the next ship I build. Sorry for plugging my own Aussie stuff in haha
Bandito 23 Jan @ 8:01am 
How about putting the turrets from the Battle class on the C-class to make a convincing Daring (the australian Battle-class DDs would also be nice)
skyblazer 20 Jan @ 10:48am 
Hey mate, I'm working on a Sikorsky H-34 model atm and was wondering if you happened to have a kit bash place holder of one already that you would be ok with me using when I finish the model? I am currently working towards setting up a HMAS Melbourne but that'll take a bit with all the needed aircraft for her haha
NJNavy 20 Jan @ 3:31am 
Not sure what happens but the two Kyndas and the Krivak in the main RU force, capsized themselves???
L337RAGE  [author] 18 Jan @ 3:40am 
我已尝试重新平衡它,应该会自动更新。如果有任何其他问题,请告诉我 :)
Ozoranosamurai 18 Jan @ 3:36am 
好的,感谢您能看到我的留言,这个任务已经更新完成了吗,是不是我只需要重新订阅就能更新了呢?
L337RAGE  [author] 16 Jan @ 3:24am 
Thanks Evan glad you enjoy it
Evan 15 Jan @ 11:52am 
Aussie Aussie Aussie! sick mate
L337RAGE  [author] 15 Jan @ 12:44am 
@Emperorvalse THANKYOU! Probably the best comment yet! It is the little things like that that are so hard to research I will keep the nixie and delete the towed sonar. Haha interesting yeah I wondered about that mortar I was going to add it for meme value as I could think of no reason why you would have one on a ship for anything other than RBU type munitions. As for the Ikara I was looking at some models of the Perth class and it seems they have additional superstructure amidships to house it and I don't think there is a way for me to replicate that. As always PLEASE keep up the constructive criticism it's like gold
emperorvalse 14 Jan @ 4:14am 
Yes the Adelaides had towed torpedo detection and decoy systems. Main ASW technique was to use the P3 Orions and Seahawks for the distance detection. Hull sonar within time period of the game was the SQS-56. I don't know what was used as part of the Frigate Upgrade Programme at the end of their careers, but should be out of this game's time period.
Regarding the Fremantle 81mm mortar. Don't bother with adding it as I was told, and thinking about it as well, that they were useless as a weapon mount (only accurate if the boat was not making way in a calm sea) only used for launching flares/illumination bombs. In fact I think this was removed early in their careers too.
Note for the Perths, the Ikara system consisted of a launcher on each beam, not a single launcher in the centreline like the Mk112 that the Adams had. I wouldn't bother changing it as you mentioned how hard it is to add weapons system on if there isn't something there already.
L337RAGE  [author] 13 Jan @ 1:58am 
Note to everyone: While I love this game I might take a break from it until the next update as I am finding it a bit frustrating with the state of air power in the game having to micro everything. Relax though Space Marine 2 will just be a side affair and I will get back to notepad editing on the next update :)
L337RAGE  [author] 13 Jan @ 1:52am 
@emperorvalse finally some good news! They must have increased the time it takes for a mod update to refresh! Thankyou too for the feedback on the towed I shall begrudgingly remove it. Did they still have the nixie?
emperorvalse 9 Jan @ 12:12am 
Fremantle 40mm gun is fixed. Thank you.
Note the Adelaides never had the Towed Array Sonar installed, although they were supposed to but due to cost cutting this was not done when their hulls were lengthened for the Seahawks.
L337RAGE  [author] 6 Jan @ 2:43am 
Please bear with me while I try and fix the Fremantle and the missions not showing up in the folder. I check local file, it works. Upload local file to mod. Mod does not work. I am hoping it just takes time to update once you upload the new version of the mod. Sorry gals/guys for the Temu quality I am trying
L337RAGE  [author] 5 Jan @ 6:11pm 
Awesome thankyou! I will fix that after work
Bracken Alistair 5 Jan @ 5:17am 
Hello, I found a bug with Fremantle patrol boat, in the magazine section of the ini you have gun1 using 40mm and gun3 using .50 cal however bofors is gun 3 not 1 so it does not work (and whole ship behaves a bit weird). Swaping it around seems to fix it.
L337RAGE  [author] 2 Jan @ 11:21pm 
Wow thanks Foxx just downloaded it thats one hell of an upgrade!
Foxx_of_NOD 2 Jan @ 10:26am 
@L337RAGE you should really upgrade to Notepad++. It's completely free, open source and much more powerful word processor. It can do all sorts of things but if nothing else it makes reading blocks of code much, much easier.
L337RAGE  [author] 1 Jan @ 7:09am 
Hi liaxelot thankyou! Believe it or not just notepad :) All I do is modify the .ini files in the streaming assets folder. Once you get the idea of how the game reads and loads these files you can make your own stuff using whats already in the game. I am still learning myself and have a long way to go. For example this link tells you how to change weapons on a ship https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3369747503
liaxelot 1 Jan @ 6:50am 
hello and congrat for your job

what software or program and tool do you use to make your creations?
L337RAGE  [author] 31 Dec, 2024 @ 10:18pm 
I was trying to make one using the Forrestal model and F-5's as A-4's but it is a lot of work as you have to add squadrons, update descriptions, create loadouts so I have put it on the backburner. I do have the Collins class finished using the Kilo model that I will upload soon. I will keep trying to get the Melbourne finished it will just take some time
Aussie_Dave 31 Dec, 2024 @ 9:20pm 
Would be awesome to have a HMAS Melbourne CVS21 Carrier. :-)
L337RAGE  [author] 30 Dec, 2024 @ 10:46pm 
Thanks Foxx! Still working on the weapon mods but damn its tricky. Hope to try get some more scenarios out too
Foxx_of_NOD 29 Dec, 2024 @ 8:16pm 
Great update!
L337RAGE  [author] 29 Dec, 2024 @ 3:15am 
Update 7 is live! Let me know of any issues!
L337RAGE  [author] 29 Dec, 2024 @ 1:05am 
@fatman thankyou! Haha I was testing it in sea state 10 so the complete opposite. Its strange the only real thing I changed was removing the ASROC launcher which I am guessing perhaps had a weight value which somehow must have messed with the metacentric height. I would have thought it would lower it but then again I am no naval engineer I will have to try test it out as you said
L337RAGE  [author] 29 Dec, 2024 @ 1:03am 
@mrchiaow thankyou so much! I just have arrived home after Christmas so I look forward to getting back to work (on the mod!) next week :)
Fatman1017 28 Dec, 2024 @ 6:11pm 
so if the Perth class make a turn at flank speed they capsize and sink. This has happened to me twice. I recreated it and it seems to only happen in shallow waters with calmer sea conditions. I was able to get it to recreate just north of Australia in the shallow water.
mrchiaow 28 Dec, 2024 @ 9:03am 
@L337RAGE If you're still looking for help with adding/moving weapons, then this guide does a good job of explaning the process! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3369747503