Sea Power

Sea Power

Arleigh Burke & Ticonderoga & OHP mods
209 Comments
Porthos1224 21 Jul @ 5:26pm 
These tin cans no longer working correctly anymore with the latest beta update. Going to miss them.
markus657 14 Jul @ 2:35am 
I had to reinstall my game and know I don't have AB they are invisible and I forgot what I should do I have sea lifter and anchor chain. Is it a MOD loading order issue?
Twerk Team Commander 14 Jul @ 1:28am 
is there a version of this that does not require NTU?
Hugh-Jassoul 4 Jul @ 4:44pm 
The Flight II (two C-IWS and helicopter bays) does not have a hull-mounted sonar. It makes sub hunting more difficult when I use that ship.
Electrolf 17 Jun @ 6:47am 
Thank you for the information! Never knew. But yeah, wanted to ask if it was my fault or idk why... thank you
Mitchell600  [author] 17 Jun @ 1:00am 
The Flight one doesnt carry a helicopter, it does however have a flight pad so you can redirect another helo to it. About the CRAM is new to me, ill look into it.
Electrolf 14 Jun @ 9:21pm 
The Arleigh Burke mlu their CRAM has missing name name :( And it has no helicopter? is that meant to be like that? o:
Mitchell600  [author] 12 Jun @ 9:39am 
Animations fixed, working more closely with what NTU gives
retarded-runabout 5 Jun @ 12:17pm 
OHP-MLU's port&starboard ball radars do not load their textures, and will appear white and glossy, does not seem to a interfering mod either since i cleaned out my whole inventory just for that one and still doesn't load properly? I don't know, love the ship though and just hope something can be done at some point. Thanks for the awesome mod and the good work:)
ironghost68 4 Jun @ 9:21am 
If I pop the SH-2G (1994) helicopter out of the Ticonderoga the game starts to crash and the helicopter doesn't pop out, is this just a problem I've encountered?
Porthos1224 2 Jun @ 5:21pm 
Here is a fix I figured out for the error's I was receiving. Look for the following two .ini files:

usn_ddg_arleigh_railings_mat.ini
Once opened put two forward slashed on the bottom two entries: Shown here.

//_SpecTex=ships\usn_ddg_arleigh\railingstextures\railings_spec.png
//_BumpMap=ships\usn_ddg_arleigh\railingstextures\railings_nm.png

then again for the next .ini file:

usn_ddg_arleigh_netting_mat.ini
Once opened put two forward slashed on the bottom two entries: Shown here.

//_SpecTex=ships\usn_ddg_arleigh\nettingtextures\netting_spec.png
//_BumpMap=ships\usn_ddg_arleigh\nettingtextures\netting_nm.png

That should do it.
Cyclop 2 Jun @ 7:34am 
I also am getting a large error, seems like some objects are either missing textures or the game is unable to find them.
Paladin1-12 1 Jun @ 12:47pm 
I did an install and have the ship but get a very large error before it goes into game. Is that normal?
NotYourMama 31 May @ 3:54pm 
if i deploy both Seahawk and told one of them to return, That Seahawk just stuck permanently in Landing Pattern until i recall the last seahawk and they magically land together by clipping into each other

idk if this bug related to the S-70 mod or This one, Because its happening only with the burke, other mods that use S-70 works just fine
.Special 31 May @ 3:46am 
vls 2.0 is the vls made by nuclearstonk for ntu that a bunch of mods are adapting, it has full animations, sound effects and holes for the missiles, i believe its a very kit-bashed version of the kirov granit launchers
Mitchell600  [author] 31 May @ 2:31am 
Update: Concept flight added with spruance like mast and 2nd mk45 aft
Mitchell600  [author] 31 May @ 2:30am 
@.special what is a vls2.0? They are mk41 vls. Also yes i forgot to fix them already since the start and forgot about them. Will fix them later. @porthos i never realised this about flight 2. Need to look into it, i got the ships out of dotmod and they where there like this.
Porthos1224 30 May @ 2:17pm 
Are you planning on correcting the Flt II versions?. Flt II did not have the Hangers. The layout was similar to the Flt I's. Hangers didn't arrive until DDG-79, the Flt IIA. Any hull numbers and names coming soon as well?
.Special 30 May @ 12:23pm 
welcome back! are you planning on fixing the rear vls animations? the ships with the new "vls2.0" has every hatch opening and it's a shame they're still broken on this otherwise great mod
Mitchell600  [author] 26 May @ 8:00am 
Back from vacation, updated the mod with new harpoons to fix the issue. Thanks Nuclearstonk for the fix inbetween!
nuclearstonk 25 May @ 9:18am 
to anyone having problems, i just released an NTU patch that should fix this (and any other mods) that have this specific magazine bug, let me know if it fixes anything!
Mitchell600  [author] 6 May @ 3:27pm 
I am on vacation till 26th may so i cant check and fix anything that got damaged after an update from the game
kaitat.lai 6 May @ 9:33am 
is it just me for the mk41 hatch just wont open at the back for arleigh, both tico front and back hatch dont open. check the ini and still cant find the reason. since all three block use the same setting, dont know why just the front of arleigh open
CaffeineOverload 4 May @ 1:32pm 
Same. It was working fine yesterday and now it's gone. Any suggestions? I've tried messing with the mod order.
Maverick 3 May @ 12:26am 
I can't get the Arleigh Burkes to spawn.
Mundorf 27 Apr @ 6:55pm 
Seems the F1 and F2's harpoons no longer work
redtangodown1 18 Apr @ 1:25pm 
Surface*
redtangodown1 18 Apr @ 1:24pm 
Looks like the Rim-174A has the primary mode set to ruface combat, and secondary is set to air combat. This causes AI to not launch it at incoming missiles.
Mitchell600  [author] 16 Apr @ 9:19am 
Updated the missile layouts of all Arleigh Burkes
Decadence 12 Apr @ 1:59pm 
Any plan to fix the clipping on the f2 hangar?
Decadence 8 Apr @ 4:46pm 
Is there any plan to add hull numbers?
COSMO 4 Apr @ 6:11am 
COSMO Adesso
for some reason the arleigh bruke doesnt appear and one propeller foward and backward is inverted but it may just be game limitations, otherwise very good
Rob1865 3 Apr @ 8:17pm 
Hi, I seem to have an issue with the OHP MLU, there are no textures on the NSM boxes and the MK 41 is encased in a very large white cube
Pvt.Dough 3 Apr @ 12:53pm 
*UPDATE* The Ticonderoga Class and O.H.P Class do load into the game, but the Burke does not.
Pvt.Dough 1 Apr @ 7:43pm 
Watched the video while installing the Burke today. Followed the video, which is very detailed and informative, yet the Burke Class remains to be seen. Any assistance??
Mitchell600  [author] 29 Mar @ 2:17am 
Please read and watch the video otherwise this wont work
Sentient Testicular Torsion 26 Mar @ 7:10am 
@ev3rything did you watch the installation tutorial? You need to install the thing from github. I also didn't have any spawn because my dumbass didn't install it
Ev3rythng 24 Mar @ 12:39pm 
Doesn't load any of the ships I tried
ineedcontent1_3 19 Mar @ 7:56am 
Question: What do I do if the Arleigh Flight 1 just doesn't load? Whenever I put an Aliregh FLT 1 in the mission the game simply gets stuck on the loading screen. This doesn't happen for the FLT 2 and 2A which load normally.

If anyone has an answer to this it would be greatly appreciated. :)
IceWalloh 18 Mar @ 10:49pm 
I think Hugh and Sim both need to make sure they have Sealifter and make sure that the mods are sorted correctly in the mod manager. I played around with the order and got things to work. This mod is currently in a very good place. Stable, lack of bugs, and now being updated. I use them in all of the missions I create and it has quickly became my favorite mod
IceWalloh 17 Mar @ 4:16pm 
I'm not sure what kind of things are possible with the mod but do you think it would be doable to put a static S70 on the Burkes that don't have a hangar and then as soon as a helo is spawned in then it would cancel out the static heli and then vice versa when it lands on the deck. I think it looks really cool with the chopper sitting on the back deck but there's no current way of having one sit there all folded up
SimBear 16 Mar @ 3:29am 
Hi Mitchell, thanks for adding this mod. I was wondering why the AB's still have RIM-7's on them? Is there any plan to add ESSM instead?
ineedcontent1_3 15 Mar @ 12:11pm 
Thanks for the mod but it seems the Arliegh Burke F1 doesn't seem to load properly. THe others do however my loading screen is stuck whenever there's an Arliegh F1.

Thanks for the update anyhow :)
Mitchell600  [author] 14 Mar @ 10:27am 
Added a MLU OHP frigate. Still need to add the s70 helicopter to it and active ECM
KXM 11 Mar @ 9:23am 
Hey mitchell600:
To me it looks like the rur-5 doesn't seem to work properly ( weird trajectory when fired from different angles).

Could you replace the rur-5 with the rum-139 VL on all models?

I think the real life arleigh burkes do have the rum-139 instead of rur-5s

Thanks in advance!
Mitchell600  [author] 10 Mar @ 1:43pm 
Just added a Flight 3 Work In Progress. Radars are not working, nor textures are available for the radars yet.
Mitchell600  [author] 10 Mar @ 12:19pm 
Oke so the Flight 1 MLU has Naval Strike Missile and Searam on the back. Flight 2a MLU gained SEWIP Block 3. Very powerfull ECM. Future update incoming with other weapons. Arleigh Burke has a test hull number and name, not the final version of that yet.
Wind Shear the Collie 9 Mar @ 1:01pm 
And, on the contrary, can you make a version that has SeaRam on both ends? Or, just quickly outline how to do so? Realism is not a consideration in my book.
LightBenderGA 9 Mar @ 8:14am 
MLU is very nice, however, the SeaRAM installed on the Flight 1's replaced the aft Phalanx, not the one mounted on the bow. Is there any way to not have the SeaRAM automatically double tap any target?