Sea Power

Sea Power

S-70B-2 Seahawk with AGM-114 'Hellfire' Missiles
56 Comments
IceWalloh Jun 29 @ 11:11am 
Would it be possible to add another load out using the Mk54 torpedoes from NTU?
moonjy1120 May 24 @ 7:24am 
Hi @Pro Frog,Troubleshooting in description works fine. But error shows when loading cent's never fade away (mission 07 Experimental). I think it may be the mission problem... sorry
Pog Frog  [author] May 23 @ 9:25pm 
Hi @moonjy1120 I took a look and everything is working well for me with no errors in game or the log. Could you give me a bit more detail on what you're doing/where you're spawning the Heli from so I can do some more fault testing?
moonjy1120 May 23 @ 1:45pm 
Thx for nice mode! After recent game update i think this mod is causing NullReferenceException error... can you check this out?
Pog Frog  [author] May 10 @ 2:23am 
Hi @ps.schwindt thank you for the heads up, I have fixed this so they use the updated harpoons from the recent update
ps.schwindt May 3 @ 1:02am 
Hi Pro Frog, after the last update your mod is causing a problem with the vanilla Spruance and OHP. They are loosing their Harppons. Just as an info.
Pog Frog  [author] Apr 23 @ 3:45am 
You need to update the mod by unsubscribing and resubscribing. if the issue persists, you need to turn off Steam Cloud for Sea Power and then repeat the unsubscribe and resubscribe :)
esrealiTy Apr 20 @ 5:20pm 
Man, can you tell me why I see the skin completely white?
Pog Frog  [author] Mar 20 @ 1:02am 
G'day @IceWalloh so I know with 10000% confidence that nowhere in my mod do I refer to SH60 from naming, models, sub-models or any .ini which means it is 100% from another mod. My model is as you see in the screenshot, if anything other than that model is coming out my mod isn't working. Without knowing what other mods you're using I can't tell you which is the culprit sadly.

Do you have Steam Cloud enabled? Steam Cloud has this obnoxious tendency to save your files and you could change everything but when you boot SP up it will load and overwrite all your file changes to the version it has stored in its memory. Turn Off Steam Cloud for SP, to be absolutely sure uninstalll and reinstall SP and all mods and I promise you the textures on this helicopter will work. I extensively test my mods before pushing updates and I guarantee this current version of the Seahawk, the textures work so if you're not seeing them and all you see is white you have an old version of the mod installed. :)
IceWalloh Mar 20 @ 12:47am 
I know this mod is strictly S70 but I see the SH60 in my hangar selection but when I put one on a boat or airfield all I see is a sea sprite. This is my only helicopter mod. Is the SH60 in the base game or was it added from this mod or some other mod that I'm not aware of? I would honestly just like the texture to work
sgtklink Mar 3 @ 4:58pm 
@Pog Frog Thank you!! :KneelingBow:
Pog Frog  [author] Mar 2 @ 7:21pm 
Mod updated: Moved AGM-114 Hellfires to Strike Loadout, AntiShip Loadout now comes with 1 x AGM-119 'Penguin' Missile. All Loadouts now come with 13 x AN/SSQ-53 DIFAR Sonobuoy (Passive) and 12 x AN/SSQ-62 DICASS Sonobuoy (Active). Fixed some minor graphical issues.
sgtklink Mar 1 @ 6:24am 
Is there any chance you can give them DICASS buoys and Penguins, too?
jasoriab Feb 27 @ 11:49pm 
There is a small typo in the usn_ffg_oliver_hazard_perry.ini file included with the mod. You need to change the value of NumberOfSensorSystems to 8, which corresponds to the value in the vanilla version of the frigate.
Flightmaster121 Feb 27 @ 11:56am 
how do you make these mods? I work on the MH-60R and I'd like to make it myself if I can
Pog Frog  [author] Feb 24 @ 4:42am 
@DressyDrez I just got on and did some testing as I thought it may have been that bug where you give an order to drop a buoy before a move order but it worked for the Seahawk that I gave an order to drop a buoy after takeoff and it worked for the seahawk that I ordered to move to a location first and then drop their buoys. I made each exhaust every one of their 25 buoys too and I had no error where they wanted to hover instead of follow the order to drop :/ I can't reproduce this so i'm not sure how you're experiencing this error unless your game is out of date and you're using a version that still has that glitch i mentioned at the start of this response
DressyDrez Feb 23 @ 1:08pm 
everything for the mod works except im having trouble having them drop sonar buoys. I tried unsubscribing and following the steps but they just hover immediately in place as soon as i give the order to place one. What am I doing wrong?
Pog Frog  [author] Feb 21 @ 7:22pm 
Mod updated to work with recent update to SeaPower, this changes the way textures are called. Happy flying :)
Pog Frog  [author] Feb 16 @ 8:31pm 
@Rowan Thank you for the feedback :) I hope the naming convention hasn't ruined your immersion too much
Rowan Feb 15 @ 9:50am 
And, even then Australia just replaced its S-70B-2 with the MH-60R/SH-60R, the same version the US Navy uses.
Rowan Feb 15 @ 9:48am 
The S-70B is the Australian version of the Seahawk. You wouldn't see it on the Spruance, OHP, or Burke. Those would be the SH-60 version, not the S-70B version.
mattyboy Feb 5 @ 10:44am 
I added the S-708 separate to the base game spruance and it would let me land it on the ship.


Am I doing something wrong???

I've also found the S-708 will only land on aircraft carrier or the helicopter class ships like the Tarawa.

The two ships mentioned above it won't rebate or standard land on them.
Uniform61 Feb 2 @ 3:21pm 
There is a model of the F-35 in sketchfab.com site from bohmerang.

Any chance I can convince you @Pog Frog to make this one available? Weave your magic?
skyblazer Jan 26 @ 7:04pm 
You are missing the support tools, Sealifter, Anchor Chain, and the preloader. Read through the description for details on how to install them.
kts1536 Jan 25 @ 9:41pm 
I can't see the Seahawk model, I can't add Seahawk in the mod editor and run it, I can't cancel my subscription and subscribe again, and I can't delete and reinstall the game. Please tell me the cause.
Looker Jan 24 @ 7:58am 
Thank you for the education provided on your mod. Greatly appreciated!
Pog Frog  [author] Jan 23 @ 10:16pm 
@Toby This is actually a base game 'bug' as opposed to something caused by this mod from my testing (Spawned a Tico > Launch SH-2F > Order the Helo to Return to Base > Order Tico to Engage with CIWS).

It appears that the aircraft become invulnerable to CIWS ONLY when in the Returning to Base state (Yellow on the minimap) if the unit is still marked as blue and able to be given orders then it can be shot down but if it is coming to land and a ship fires its CIWS at it, it will do nothing. I can't fix this, this will need to be something the developers fix in the base game but good catch!
Pog Frog  [author] Jan 23 @ 10:09pm 
@CaptnMorgansFreeman I can add a MAD similar to the vanilla helicopters, I just tested it and it works BUT i'm not sure if i'm going to implement it. This aircraft is already super versatile in its capabilities, I want there to still be utility in the base game assets thus giving players the incentive to use other assets. Have the SH-2F run MAD while your Seahawk drops buoys etc. That being said if I get a lot of support for implementation then I will but I'm just not seeing it yet.

@BBLMenace Short answer, no. For the same reason above but if I see this is a feature more people want I will consider it, i haven't ruled it out but no plans to add Phoenix missiles at this stage.
Pog Frog  [author] Jan 23 @ 9:20pm 
@Looker This aircraft was never set up to operate on the Knox Class. This means a mod you have installed has attempted to implement this mod but coded it wrong OR you have changed the .ini file for Knox to use this aircraft and have done it wrong. In either case, check the Knox .ini to make sure the following are set

[AirGroup]
S-70B-2_Seahawk=Default,2

[FlightDeck]
AircraftCapacity=2
NumberOfElevators=1
NumberOfLaunchPoints=1
NumberOfRecoveryPoints=1
NumberOfTaxiPaths=2
AircraftSupported=S-70B-2_Seahawk
LaunchDelay=5

Hope this helps but as I mentioned, I did not support the Knox with the release of this mod so it not working is expected from my perspective, happy modding :)
Looker Jan 23 @ 4:59pm 
this mod will not launch from FFG knox class ships. It "says waiting to launch" forever. When mod is disabled all is good.
Toby Jan 22 @ 1:02pm 
seems to be having issues with getting engaged by ciws. tried with the arleigh burke and the ciws was going straight through it so the animation implied it was being hit but it did not get destroyed.
MrButterHoles Jan 19 @ 5:36pm 
Addition of a MAD sensor like the SH-2
BBL Menace Jan 19 @ 12:08pm 
any chance of adding penguin or mavericks?
Pog Frog  [author] Jan 15 @ 3:53pm 
@BravoDanger It will likely be a conflict if you have the pre-reqs installed but the path is: C:\SteamLibrary\steamapps\workshop\content\1286220\3403661005
BravoDanger Jan 15 @ 3:43pm 
Is it possible other mods are conflicting with this one? I have SeaLifter, AnchorChain, and the Pre-Loader installed and they work with other mods.

What is the path for seahawk install in the steam directory. so I can check to see if is installed properly. Thanks!
Pog Frog  [author] Jan 14 @ 11:46pm 
I have just done a fresh install of SeaPower including the three (3) pre-req mods for this Seahawk to work, this currently works so for anyone who are having issues spawning or locating this asset in game. Please ensure you have read the description and watched the video on how to Install SeaLifter, AnchorChain and the Pre-Loader, without these it WILL NOT work.

Happy flying aviators!
Pog Frog  [author] Jan 14 @ 11:39pm 
@NDFGaming It should just work with the Arleigh Burkes if you are able to load them. Can you launch the Seahawk from a Spruance or Oliver Hazard Perry? If so, then there is a small chance that the Arleigh Burke author may have changed something in the .ini but as long as you have the three (3) pre-requisite mods installed (SeaLifter, AnchorChain and PreLoader) installed you shouldn't be having issues and I can see other users are able to use this mod without any issues :)
Pog Frog  [author] Jan 14 @ 11:36pm 
@Weidner.darrell I have no plans at this stage to do droptanks or penguin missiles, not ruling it out completely but not actively working towards that goal

@BravoDanger At the risk of sounding like im dismissing this, i just want to assure you that I have EXTENSIVELY tested this mod to make sure it works for those who took the effort to read my description and install everything. If you have installed all three (3) of the prerequisute files then this should just work. If it isn't working the odds are you haven't installed something correctly but i can't diagnose the issue if you don't tell me what you've done. :)
NDFGaming Jan 14 @ 12:34pm 
any chance you would know wjy the sea hawk isnt appearing on my arleigh burks?
BravoDanger Jan 14 @ 12:32pm 
I installed the mod but can't find the Seahawk any where?
weidner.darrell Jan 13 @ 12:45pm 
Is it possible to add droptanks.for a ferry loadout and also a loadout with Penguins for antiship?
aptemcolysco Jan 12 @ 4:11am 
are there any plans to postpone f18?
Pog Frog  [author] Jan 10 @ 10:10pm 
@CaptnMorgansFreeman Than you for the feedback, I have setup the Seahawk to have an ASW Loadout with 2 x Mk46 Torpedos and an AntiShip Loadout which only carries the AGM-114. The Default loadout still carries everything if you wanted to run as a multi-role but is obviously OP and not exactly spec.
Pog Frog  [author] Jan 10 @ 10:09pm 
@Tunguska Thank you thank you thank you!!! This is amazing feedback and made me realise I had approached this the wrong way! This change has been implemented, please unsubscribe and resubscribe to replicate this change in your game but a MASSIVE thank you for your efforts in personally testing this and giving me this feedback to improve the mod

@LLinqs
1. Go to C:\SteamLibrary\steamapps\common\Sea Power\Sea Power_Data\StreamingAssets\original\vessels and find the vessels you want to change.
2. Copy the .ini file to C:\SteamLibrary\steamapps\common\Sea Power\Sea Power_Data\StreamingAssets\user\vessels
3. Open the .ini and locate "[AirGroup]"
4. Replace the aircraft listed to "S-70B-2_Seahawk" (without the quotation marks)
5. Save the .ini and then have fun using your new aircraft! :)
MrButterHoles Jan 10 @ 5:37pm 
Anyway to have it spawn with different loadouts so I can have two MK46 (as is spec)
LLinqs Jan 10 @ 11:33am 
How to insert the S70b into a ship?
Otherwise great mod
Tunguska Jan 10 @ 11:06am 
Great mod, but having to change the launch point height on ships bugged me. After some testing, adding "GroundPivot=0,0,001,0" to the Seahawk ini should fix the floating at stock height.
Pog Frog  [author] Jan 9 @ 6:58pm 
Thanks for the feedback @KirbyMirror2, I have made those changes so hopefully that works for you now and won't conflict with vanilla assets.

@BBL Menace I have installed Mithcell600's Arleigh Burke mod for you and made the Seahawk compatible, new version now includes .ini for all 3 ships (although I think F2a is currently broken but the .ini is ready to go when the author fixes the spawn issue of the F2a). Otherwise the Base and F2 burkes are capable of utilising the S-70B-2 now.
KirbyMirror2 Jan 9 @ 6:21pm 
@Pog Frog aircraft_names.ini and ammunition_names.ini contain entries for all vanilla vehicles. Only the respective entries for SH-60B-2 and AGM-114 are needed.