Sea Power

Sea Power

58 ratings
Virginia-, Seawolf-, and Ohio-class Submarines
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Timeframe and Location: 2000s, 2010s, 2020s
Mod Type: Kitbash
Alignment: NATO
File Size
Posted
Updated
1.836 MB
24 Feb @ 11:07pm
1 Oct @ 9:48pm
14 Change Notes ( view )

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Virginia-, Seawolf-, and Ohio-class Submarines

In 1 collection by ManeuverWarfare
Maneuver Warfare's Warships
28 items
Description
This mod adds the Ohio-class SSBN/SSGN, Seawolf-class and Jimmy Carter-subclass SSNs, and Virginia-class SSN (including a version with the special forces dry deck shelter pod) of the US Navy.

The Virginia is a kitbash using a Los Angeles SSN hull, with enlarged sail, animated VLS hatches, retractable bow planes, and pumpjet propulsion. The VLS loadout is 6x TLAM and 6x TASM.

Similarly, the Seawolf carries 24x ADCAPs, 8x TLAM and 16x TASM (no VLS, launched from torpedo tubes).

The Ohio class is a lengthened LA class with the turtleback from the Franklin class SSBN. The SSGN variant has 154 Tomahawk missiles (77 TLAM and 77 TASM), while the SSBN variant has 24 Trident IIs (using an AS-6 model).

These are kitbashes and do not require Sealifter or 3rd party software. Many thanks to GoldLeader108 and Cent for the their textures and @nuclearstonk for her help with the physics and sensors.

Please let me know any feedback below. Thanks!

Known issues:
There's a small floating piece behind the sail on the Ohio class. It's part of the Los Angeles class hull model not the sail, so when you move the sail forward that piece ends up floating in air unfortunately.

Updates:
2025-09-28: Updated physics and sensors and Trident textures.
2025-09-21: Updated pumpjet to add more details.
2025-09-20: Updated to all black textures thanks to GoldLeader108!
2025-05-30: Added a special forces variant of Virginia with the dry deck shelter pod on the back for deploying SEALs. Note it is purely cosmetic and there's no mechanism to actually deploy the special forces raft.
2025-05-13: Added lengthened Jimmy Carter Seawolf subclass and flank arrays for Seawolf class.
2025-04-21: Updated Seawolf loadouts. Cosmetic change to correct mast/periscope wave positions.
2025-04-14: Added Seawolf and Ohio classes.
2025-02-26: Updated Mk48 to to Mk48 ADCAPs with better seeker performance, range, and higher terminal attack velocity. Corrected bug where the MOSS weren't showing up. Also improved the cavitation performance given the pump jet vs standard propellers.
38 Comments
ManeuverWarfare  [author] 10 Oct @ 3:09pm 
@Redfire It's part of the LA hull model. It cannot be removed.
RedFire 10 Oct @ 1:39pm 
Has anyone noticed that there is a bug in the model, with an extra unknown black block?
IceWalloh 3 Oct @ 11:43pm 
Also the subs are really unresponsive the depth changes and will only switch depths after they've completed the previous order so if you misclick to very deep it will go to very deep before going to whatever you told it to right after
IceWalloh 3 Oct @ 11:33pm 
Not sure if it was the new update or it's the same issue with the other subs but the Seawolf is having depth issues. "Below layer is not always below layer. "Very Deep" is now the only promise to be below the layer. Also "Deep" and "Below Layer" are the same depth
ManeuverWarfare  [author] 20 Sep @ 2:51pm 
Updated to all black textures thanks to GoldLeader108!
zazareviews 26 Aug @ 9:09am 
@ManeuverWarfare Weird chain of events..

Over-night steam reverted all my changes back to the defaults and it's working fine now..

However i did improve the Ballistic arc making it harder to intercept and making it more realistic.


flight phase 4: terminal approach (added 2 settings and changed the approach/dive dist.

TerminalApproachDist=22
TerminalDiveDistance=22
SupportsBanking=True
IgnoreHeightDifferenceForTargetDist=True
zazareviews 26 Aug @ 8:40am 
@ManeverWarfare

True, IR could technically lock a moving vehicle, but realistically nobody is going to be firing a Trident at a Bradley. The way players actually use it is either by manual point-targeting or big static installations, so there’s no real downside, and the new settings added are all set to 0 so it shouldn't be trying to track anything, it should follow the initial point set by the user
ManeuverWarfare  [author] 26 Aug @ 8:11am 
Weird, I know the base game had an overflying issue with the AS-4 but it works fine for me now. I’ll do some more testing and may implement your change. One concern is with IR guidance it’ll be able to hit moving targets I think
zazareviews 26 Aug @ 5:36am 
@ManeuverWarfare

genuinely. yes. the same way as it was before, but changing the guidance type and making it so the target doesn't search for ever fixes it for me
ManeuverWarfare  [author] 25 Aug @ 9:26pm 
@Zaza are you still having overflying issues with the Tridents? It should've been fixed in the last update without the user having to make any changes