Sea Power

Sea Power

Royal Navy Type 22 Frigate Kitbash [OLD]
25 Comments
Brother Munro  [author] May 30 @ 2:29am 
Sorry about that the workshop defaults things to private when you update them now! Should be fixed
HMC(FMF/SW)TK17004 May 29 @ 4:22pm 
I could be tripping, but it seems like the Type 23 has vanished.
Brother Munro  [author] Feb 28 @ 1:06am 
Oh thank you! Uploaded a fix, it was taking 5 minutes to reload for me after applying your fixes Foxx, so it might be a conflict in the weapons.ini with another mod
Foxx_of_NOD Feb 27 @ 7:20pm 
I finally figured out why the Sextuple launchers on Type 22 were firing 18 missiles before reloading. They both have 3 containers instead of 1 and were firing 6 missiles per container. The lines following #Containers should have form

#Containers
ContainerBase=SeaWolf_Launcher_1
NumberOfContainers=1
Container1=SeaWolf_Launcher_1
AreContainersRotatable=True

They also need the line

PreloadAmmunition=True

added after the AssociatedMagazine line. The aft launcher also needs it's AssociatedSensors line set to SensorSystem5 instead of SensorSystem4 and it's fireing arc set to FiringArcs=20,-20 so that it fires aft. The first number is left traverse relative to the bow and the second number is right traverse. so FiringArcs=20,-20 is a wide arc aft while FiringArcs=-20,20 is a very narrow arc forward. They still reload in only 30 seconds and I can't figure out why.
Foxx_of_NOD Feb 13 @ 12:48am 
It is funny to watch a Type 22 shoot down 40+ plans in a matter of seconds though :D
Foxx_of_NOD Feb 13 @ 12:46am 
@Brother Munro The weapons.ini seems fine I am almost certain that the problem is in the vessel .ini files. At the very least the launchers need the line;
PreloadAmmunition=True
That doesn't seem to fix the issue but it it always comes with the comment "// REQUIRED!!! for non-unloading launchers with magazine, like MK29" so that I would bet that it is part of the problem.
Foxx_of_NOD Feb 13 @ 12:20am 
There are major problems with the new Seawolf launchers. They are firing 18 missiles each in quick succession before reloading for only 30 seconds. I think it has something to do with the containers being reconfigured but can't say for sure. Make a quick mission and send 30+ mig 17s at a single Type 22 and the issues will become apparent.
Brother Munro  [author] Feb 3 @ 6:44am 
Or rather it will be, as I am currently rebuilding the weapons for the upcoming changes to jamming
Brother Munro  [author] Feb 3 @ 6:43am 
I missed a zero xD reset the reload time ro 5 minutes :)
Foxx_of_NOD Feb 3 @ 3:57am 
Not sure if steam will let me post links but here is a clip of reloading just one missile.
https://youtu.be/1E3sDpw2HT4?si=lQLL1XOPB1ndntgE&t=155
Note that this is just the physical missile and each one would still need need to be electrically connected.
Foxx_of_NOD Feb 3 @ 3:52am 
I will say that it was super annoying having put a bunch of work into improving those launchers only to see that inspire someone to make a way better looking version >_< @Brother Munro, when you are talking to the others about standardizing the Vickers Sextuple Launchers, be sure to make it clear that these things are hand loaded with a winch, the 5 minute loading time that I went with is artificially short for gameplay reasons. Everyone else's version reloads WAY too fast.
Brother Munro  [author] Feb 1 @ 2:53am 
Yes I am working on this (with Neptune's permission/help) but it will be after the next update as all the weapon ini's need adjusting anyway
retarded-runabout Jan 31 @ 2:12pm 
any chance we might see a future update for cornwall/broadsword regarding the new seawolf launcher model we now see on the type42-batch3's and now the Leander-refit? Would look awesome and really complete the look to line up with the rest of the Royal Navy models:)
Brother Munro  [author] Dec 18, 2024 @ 11:19am 
Sure Inexx! I’ll send you a friend request :)
Inexx Dec 18, 2024 @ 10:06am 
Hi, I am the creator of the Expanded German Navy mod. I wanted to ask you how to completely replace weapon systems, as I can't seem to get it to work. I hope you can help me!
Brother Munro  [author] Dec 18, 2024 @ 8:19am 
Afraid not
HOTEL SQUID GAME Dec 17, 2024 @ 7:56pm 
hello do you know of anyone working on a Falkland style mission?
adenor2323 Dec 16, 2024 @ 4:43am 
Hey bro have been using all of your mods great work. They are working all fine for me. but if find anything will let you know.
Brother Munro  [author] Dec 15, 2024 @ 1:52pm 
Ah good to hear it got cleared up! Yeah running the Type 22 or 23 is a pretty nerve wracking experience, they really need a Type 42 (or equivalent) to keep them safe
Foxx_of_NOD Dec 15, 2024 @ 11:59am 
Looks like it was a dev branch bug that has now been fixed. Incidentally I just led a RN task force against some soviet super ships and won (at heavy cost). It was so close I had to sink the last ship with my last 4 Sea Darts and massed 4.5" gun fire.
Foxx_of_NOD Dec 14, 2024 @ 2:11pm 
They seem to be working on the main branch, I'll keep testing though and see if I can work out how and why they broke on dev branch.
Brother Munro  [author] Dec 14, 2024 @ 1:04pm 
Hmmm that’s not good @Foxx! I will test that scenario and see if I can replicate the error
Foxx_of_NOD Dec 14, 2024 @ 10:59am 
I am experiencing a mod breaking bug with the Type 23, Type 22 and Type 21. The bug occurs with all anti-surface cruise missiles. When fired the first two missiles will launch but will not reduce the ammunition counter on the bottom panel. Further all subsequent shots will not be fired at all, in the case of RGM-84s they will produce launch smoke but no missile will fire and the ammo will not go down. I am on the development branch but I will test if it still happens on the main branch in a bit.
Brother Munro  [author] Dec 13, 2024 @ 11:29am 
Just pray it hits xD
Longbow Dec 13, 2024 @ 11:28am 
the british CIWS, very much needed