Sea Power

Sea Power

27 ratings
Royal Navy Type 22 Frigate Kitbash [OLD]
   
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Timeframe and Location: 1980s, Historical
Object Type: Frigate
Alignment: NATO
File Size
Posted
Updated
10.610 MB
Dec 13, 2024 @ 11:21am
May 27 @ 3:35am
8 Change Notes ( view )

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Royal Navy Type 22 Frigate Kitbash [OLD]

In 1 collection by Brother Munro
Hearts of Oak
51 items
Description
Not one but two ships in this mod! The Batch 1/2 Type 22 'Broadsword' with Exocets and Sea Wolf missiles, and the later Batch 3 Type 22's with a Mark 8 Gun and Harpoons. There is a historical liberty with these ships; the names used are the original ones to avoid conflict with the Type 42 mod.

Massive thanks to Foxx_of_NOD & Neptune for redesigning the Sea Wolf launchers. They now look closer to their real world counterpart, have 6 missiles, and can be reloaded (slowly). They've also had issues with the FC radar and firing arcs fixed so the ships should be much easier to use. The Batch 3's also now have visible harpoon launchers, again thanks to Foxx_of_NODD!

Please note that the Batch 1 Type 22 has a superior custom model version here: https://steamcommunity.com/sharedfiles/filedetails/?id=3491248180

This mod conflicts with that one (and will be replaced by it when the Batch 2 & 3 are done).
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.