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Disabling this mod fixes the issue — everything else loads normally. Just wanted to let you know in case it helps with future updates!
same deal with 688, although i might make a 1978/1979 version without tomahawks which allows me to upfit the base game 688 with marginally better armament and sensors
in the mid 70s the most relevant ships would be 637s and the rest, with early Mk48 and a mix of early BQQ-5 variants (and perhaps even some older BQQ-2 installations) and the potential for weird subclass towed arrays like STASS, BQR-15/25, and the Tuba AIGS modifications
Brooke '68 (DASH + RIM-24C Tartar)
Galveston '68 (RIM-8G)
Spruance '75
OHP '75
California '75
Long Beach '68
Los Angeles '75
E-2A Hawkeye ('68), the current E-2B still has the C's APS-125 radar instead of the APS-96 the description says it has
P-3B/C ('68 and '75 respectively)
'68 and '75 versions of carriers and support ships that we already have (Sea Sparrows and Phalanx in 68 scenarios makes some of these ships obscenely op)
QH-50 DM (Project "Snoopy" DASH drone with cameras in place of torpedo)
Thank you to the makers of the very best mod this game has, I wish you guys luck!
what ships did you have in that mission? its not an issue with the ammo, its an issue with a particular weapon setup on a ship
I've not seen that bug in the current NTU version, so this is some other mod that you're having issues with
@adam101killam load order doesn't matter with those mods, you can put them anywhere as they don't actually contain ini files
I noticed that you said that this mod may conflict with mods that change flight decks. Thanks in advance.
do you have other mods installed? do you have anchorchain installed?
i've never experienced a crash with NTU or PELT, and every crash report i've received is from users running many other mods
how many other mods do you have enabled?
1) a new Available Loadouts entry where the weapon systems start, its a big list and you can add preexisting loadout names to it
2) copy and edit an existing loadout and match it to that name
so in your case you might be looking at 'AntiShipLongrange' for the harpoon loadout, although i have no clue how the hornet is set up because its not in my mod
so the lineage is mod 4 (17nmi at 40kn) -> mod 5 (21nmi at 55kn) and mod 6 with the full upgrade (27nmi at 55kn)
you may also notice that long hull OHPs are not operating SH-3Js but instead SH-2Fs, and this is due to flight restrictions due to the lack of RAST onboard
these are simply the real variations of the class IRL, and NTU simulates them
if you really want it back, just change the sensor type of SLQ-32 from 'Defensive' to 'Universal'
just because it's extremely quiet doesn't make it undetectable, so going flank speed means you're definitely at risk of being detected even at long range, so be aware of your acoustics and that you *aren't* invisible