Sea Power

Sea Power

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Air deck operations upgrade - clear the deck!
   
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Mod Type: Overhaul, Realism
Object Type: Aircraft Carrier
Alignment: NATO
File Size
Posted
Updated
2.551 MB
18 Apr @ 6:29am
25 Jun @ 2:20pm
9 Change Notes ( view )

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Air deck operations upgrade - clear the deck!

In 1 collection by ossesek
Air deck operations upgrade
5 items
Description
Clear the deck addon expands flight deck operations on Nimitz, Enterprise, Kitty Hawk and America by the fact, that planes are parked on bow catapults and elevators and the deck must be cleared first to be able to use all elevators like in base Air deck operations upgrade mod.

What does it do?
1) Nimitz, Enterprise
At the begining of the mission/scenario bow cats and elevators are blocked by planes. In such a state you can do all operations (launching/recovering planes/helos/VTOLs) but of course there are limitations due to those planes on deck. Regarding to planes, you can launch 4 from runway cats, using port elevator. If you give launch order to 5th plane, it won't go to catapult immediatelly. First, bow cats and elevators will be cleared. It takes 6 - 7 minutes. After that aircraft carrier works the same as in base mod.
If you begin mission/scenario from recovering planes/VTOLs (not helos) and during that process you give an order to launch planes, clearing the deck will start and planes will go in standard base mod way. When launching process ends and after the brake you begin to launch second wave, process will begin from 4 planes taking-off from waist cats and after that aircraft carrier will work the same as in base mod. In other words, you have to launch 4 planes before base mod activates.
The only difference to the base mod is that, all 4 helos launch points are served only by port elevator. It has an impact on planes operations only in eye candy way - there is no situation, which bow cats are served only by first forward elevator.

2) America, Kitty Hawk
Generally carrier works the same as Nimitz and Enterprise but clearing the deck is divided onto 2 parts. In short: first go 2 planes from waist cat; second the most forward elevator is cleared and 4 planes go from waist cat (2 planes) and starboard bow cat (2 planes); third rest of the deck i cleared.

Known issue (reported to devs as it is connected to vanilla vessels too)
Save file doesn't see deck status. After loading mission/scenario you will have to clear the deck again. In further consequence try to not to save scenario during launching operation, because in loaded scenario planes will be parked on cats and elevators and planes will be taxing and taking-off through on-deck planes.
Problem has been reported to the devs as it touches vanilla vessels too but in a different way. If it is solved issue should disappear.

Load order
Clear the deck addon won't work alone. It must be loaded with and above base Air deck operations upgrade mod (1st clear the deck addon and 2nd base mod).

Compatibility
28 Comments
T4K30FF 7 hours ago 
Hello, I keep having an issue with this mod not working. All the aircraft are on the deck but when I choose to launch them, they only come out of the port elevator and don't use any deck parked aircraft. I have it loaded above normal ADOU
ossesek  [author] 19 Jun @ 9:42am 
@SKIBIDI_RIZZLER123 Will be
SKIBIDI_RIZZLER123 19 Jun @ 9:41am 
so with this mod planes from deck will be lunched or no?
Royal Raven 22 May @ 5:08pm 
@ossesek Awesome. I am sure they will address the issue. The save/load feature still isn't 100% working. Once the Devs fix more of the save/load feature, I will play the game more. It is hard to play some of these scenarios in one sitting.
ossesek  [author] 22 May @ 1:27pm 
@Royal Raven I've found some flight deck problems with vanila vessels related to save file and already reported it to the devs. I think solving these problems will eliminate issue with clear the deck. So, if it is related to vanilla there is a solid base to expect fixes from the devs.
ossesek  [author] 15 May @ 12:05am 
@Squwk7700 Technically it's possible. All animations would have to be packed into move up animation of recovery elevator. I've already tried it and solved few issues to work carrier properly but encoutered few another unsolving questions. In short, there are unavoidable situations when carrier is bugged.
Squwk7700 14 May @ 8:39pm 
Odd request, but is there a war to have this, but in reverse? For roleplay and cinematic reasons it'd be cool to get the jets back on the deck after a mission.
ossesek  [author] 14 May @ 7:24am 
@Royal Raven Maybe they'll do something about that. Anyway it's very easy to convert carriers into full deck version without clearing. Lower intensity of launching, lack of simultainous operations (on Nimitz and later on Enterprise) may force to more carefully planning of air operations.
Royal Raven 13 May @ 3:43pm 
@ossesek Thanks for the answers and I hope the Devs can help.

I am having issues with the save and load function of the game, nothing to do with you mod. If I load a game all Sonobouys will be moved to a older position on the map. It is kind of like the save game and some units on the map do not sync up when loaded.
ossesek  [author] 12 May @ 11:10pm 
@Royal Raven You're right. I assumed, if one option works on destroyers, frigates etc, it will work on carriers too. I was mistaken. Save file doesn't see elevator's hangar status when elevator is defined to serve only single plane. I've already reported it to the devs but it's a mod not vanilla functionality. So I don't know if, anf if yes when it will be fixed. There is also one more problem i've suggested too. If save file does see elevator's hangar status on carriers, will it see animation status too, to prevent reappearing planes on deck? As for now I'll supplement description by "known issue".