Sea Power

Sea Power

Royal Australian Defence Forces
103 Comments
Brijeka 3 Aug @ 3:47am 
Hello again, is it possible to stop the Ikara's Mk-46 from diving so deep once deployed? This has a tendency to cause it to crash into the sea floor and explode in water shallower than ~250 ft, making it useless in a lot of coastal regions and almost anywhere the game has registered as being on a continental shelf (e.g. Bass Strait or the Arafura Sea, I presume the RAN would want its ASW equipment to function in our coastal waters...). By contrast, similar weapons such as the RUR-5 and Silex are able to deploy their torpedoes in shallower water without this issue despite both torpedoes entering the water with the same velocity as the Ikara's.

For reference, testing was done with only this mod + anchor chain/sealifter activated.
skyblazer  [author] 16 Jul @ 3:21am 
@Boris is this what it said in the log? I'll have a look at it this weekend to see if its on my end
Boris 15 Jul @ 7:36am 
Hallo. I need some help. There is a Problem with the Daring Class called "is allready in meshcollider list", which seems to make the ship "invisible" for the enemy.
I already deaktivated all other Mods (I only keept AC und SL) and changed the order but nothing helped.
Can someone help me to understand the problem?
skyblazer  [author] 29 Jun @ 6:53pm 
What mods do you have enabled so I can find the conflict?
TalkToMeGoose 29 Jun @ 8:16am 
Sea kings dont load in/ crash the game.
skyblazer  [author] 20 Jun @ 3:15am 
I suggest looking at a few other mods that work using Sealifter and if they're not working, turn off all your mods but one with the sealifter setup and test. If still broken best to fresh install sealifter, AnchorChain and preloader.zip
geographyRyan_YT 19 Jun @ 9:59pm 
Melbourne is broken for some reason, she won't spawn. Unfortunate, I loved using her.
skyblazer  [author] 29 May @ 5:17am 
I did some testing with the NTU mod loaded and haven't found any issues with the Daring or the River class. I will be uploading a update that fixes the Mk46 launchers on the River though
s.j.g2009 28 May @ 11:37pm 
I can't get the Ikara or Mk46 torpedoes to work on the River Class.
653776197 28 May @ 9:54pm 
After the game update, mod textures are missing
skyblazer  [author] 28 May @ 7:44am 
Could you give some more information so I can try and recreate this issue?
653776197 28 May @ 7:24am 
Mod and NTU do not match, mapping errors may occur in the Daring class Destroyer River (M) - class Destroyer Escort models. Please fix it. Thank you
skyblazer  [author] 16 May @ 7:02am 
Cheers for the catch @Brijeka. All fixed up now
Brijeka 16 May @ 3:44am 
Hi, is there a reason that the Oberon Class submarines don't have their passive/active sonars and radar systems included?
tsubasa 13 May @ 3:20pm 
Thank you so much, awesome mod!

Having the Mirage III, A-4 and the S-2G have made me able to use the Brazilian assets of the time in my scenarios!
Mk3SNIPER 4 May @ 6:23am 
I suppose that's reasonable. Could be good to give players the option of mod though. I understand if you don't, I'll keep an eye out either way. <3
skyblazer  [author] 3 May @ 5:49pm 
I could but the main reason for turning this into a pack was because of the mod manager bloat with having individual ship mods. It shouldn't effect anything besides storage in regards to having everything in a pack vs a individual ship mod.

Generally speaking though you'll be seeing more mod packs popping up into the future because a lot of players and mission makers have expressed frustration with having to many mods to load for a mission or not having a auto mod loader that'll look all required mods for a mission. Currently I have to hope the mission author has included everything required in the description or listed as a required mod .
Mk3SNIPER 3 May @ 1:33pm 
I figure not, but is there anyway to get a re-posted version of the mod with just the carrier and it's aircraft standalone like how it was originally? Instead of including everything else that's been added?
skyblazer  [author] 3 May @ 7:54am 
I noticed I made a mistake with the SSG version of the Oberon and it has the wrong AGM84's on it. I'll upload a fix as well as add in the UI pic's for the latest units which I forgot to do.
Southern-bear 3 May @ 6:32am 
Don't mind me, I didn't see Anchor chain actually needed from 3D party download to actually function, works perfectly now.
skyblazer  [author] 3 May @ 6:23am 
You only need Anchor Chain, Sealifter and the RADF mod loaded. I suggest you check your workshop folder at SteamLibrary\steamapps\workshop\content\1286220\3455404959 and see if it has all the ships obj files etc in the ships folder
Southern-bear 3 May @ 6:19am 
Is there are special load order or something I'm missing? I have only Anchor, Sealifter and Your mod active but the carriers refuse to spawn despite being in the mission editor and the Perth class causes my game to lock up before loading into the mission, the only ship that seems to work is the OHP.
MsMixedMetaphor 2 May @ 6:40pm 
There she is!!! prettyyyyyyy and mean! awesome mod overall by the way
skyblazer  [author] 2 May @ 6:26pm 
It should be up now
MsMixedMetaphor 2 May @ 5:38pm 
no f4 or sea king either :(
skyblazer  [author] 2 May @ 3:41pm 
What about the RAAF f4 and RAN seaking?
MsMixedMetaphor 2 May @ 12:06pm 
done, still nonexistent
skyblazer  [author] 2 May @ 5:16am 
Make you've unsubbed and resubscribed. The workshop is terrible at updating mods
MsMixedMetaphor 2 May @ 4:57am 
like not even on the lists to look at it in the encyclopedia
MsMixedMetaphor 2 May @ 4:57am 
the updated oberon does not seem to appear at all
skyblazer  [author] 2 May @ 2:58am 
New update is up now with a WIP Build of the Oberon, RAAF Skin F4E by Saelll451, and the Sea King Mk.50 RAN by Plasm@n.

Please let me know of any major bugs with the Oberon as I am still working on getting effects to line up.
skyblazer  [author] 2 May @ 2:22am 
Currently in the works. I just got permission the other day to use a RAN Seaking skin from one of our awesome custom skin makers in the community. Also thanks to another member of the Community we'll be seeing some RAAF F4's, as well as the Oberon Class sub in the next update. I just have to finish up a few thing ;)
Bastage 1 May @ 11:36pm 
Awesome mod. Was wondering if there's any chance of it being updated to also include the post-76 Melbourne refit that carried 8 skyhawks and replaced the Wessexes with Sea Kings?
Zerohaxis 1 May @ 10:08pm 
Really great having the River-class DE in the game. Love the Type 12 silhouette.
Decadence 29 Apr @ 4:03pm 
Certainly, I'll keep investigating.
skyblazer  [author] 29 Apr @ 3:37pm 
You will need to join the modding discord because I can't recreate whats happening with your install.

https://discord.gg/NfwCepnH
Decadence 29 Apr @ 12:51pm 
There is 100% a problem with specifically the Perth class. Now it's happening to all 3 of them.
Decadence 29 Apr @ 8:08am 
Restarting the game, for some reason, fixed it.
Decadence 29 Apr @ 8:03am 
I don't have the RAN pack. Maybe I should test with a clean install, but I have just tested and in gameplay I can simply turn Hobart to death, where her sisters turn just fine.
skyblazer  [author] 29 Apr @ 7:56am 
Oh, I just had a look at the RAN navy mod pack and we both named our vessel.ini files the same for the Perth and Adelaide class. My suggestion would be to change the load order to have the RADF above that one
skyblazer  [author] 29 Apr @ 7:53am 
I don't believe that is anything to do with the mod. I am however running a clean install with only the RADF mod enabled
Decadence 29 Apr @ 7:47am 
Here's another scratcher, and I'm not sure if this is a mod thing or an oddity in the missions but of all the Perth-Class ships, specifically HMAS Hobart flips itself over whenever it turns.
skyblazer  [author] 29 Apr @ 6:10am 
I'm not entirely sure what you mean. If you could join the BuOrd: Naval Modding Community discord server and give a bit more detail I can look into what might be causing the issue.
653776197 29 Apr @ 3:54am 
After updating the module, there was a problem. When entering the game encyclopedia, the game interface popped up

skyblazer  [author] 29 Apr @ 1:28am 
It was a bit of a odd one which I can't fully explain as to why those aircraft weren't showing but I believe what was happening was a naming conflict which does happen if the called up file is the same name as the task. For example The S2 Tracker was called simply S2 and in the language files it was also being called just the S2 for call up. Now its usn_S2 which has fixed the issue.
Decadence 28 Apr @ 8:29pm 
Alright! Thank you for the prompt replies, and for your great mod.
skyblazer  [author] 28 Apr @ 8:26pm 
I'll look into it later today. I did recently change it so the airwing could be edited in the mission editor which might of had the side effect of no longer forcing the S2 and Wessex as acceptable
Decadence 28 Apr @ 8:05pm 
The A-4 work just fine (and in the encyclopedia all the aircraft are indeed on the carrier) but in the mission editor the carrier starts with only the A-4, while the AEWS and the Wessex helicopters are missing, and I cannot find them in the custom air wing menu. I believe that in the latest update they were somehow listed as non-carrier capable, as it all worked just fine a couple days ago when I made an Aussie scenario and I haven't changed my load order.
skyblazer  [author] 28 Apr @ 7:44pm 
@Decadence which aircraft are having issues?
Decadence 28 Apr @ 2:46pm 
It appears that several of the Australian aircraft have been made unavailable on the carrier, at least in the custom airwing tab.