Sea Power

Sea Power

Orel Full Capability Mod
15 Comments
Cap n Ball Torture 25 Feb @ 8:38am 
will today's update break mod?
Rileysrogues  [author] 19 Jan @ 6:59pm 
yea sorry I did way too much when the game launched and burnt myself out. Sometime soon I will try to fix my stuff sorry for the problems.
still_guns 19 Jan @ 6:42pm 
This is possibly broken with latest update, the hanger doors open and close twice every time.
Rileysrogues  [author] 27 Nov, 2024 @ 8:20am 
Done! I have had a bit of burnout but these are pretty easy to make so if requested I will work on the others. Though maybe soon I will just do all the half ones! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3372851211
Octo 27 Nov, 2024 @ 4:30am 
Please do a half capability Verson of this, like the one for the US Carrier
speedfreak4246 19 Nov, 2024 @ 6:39pm 
Awesome mod man! The set of unlocking the CVs, if able, you should bundle them into a mod set for an easy way of finding them all. Can't wait for the heli work around for the US CVs :steamthis:
Havok 18 Nov, 2024 @ 1:26pm 
that's a base game glitch IMO happens to me quite often unmodded
original afghan skunk 17 Nov, 2024 @ 8:52pm 
I think this mod caused some problems when i tried it with Breakthrough, specifically i had some Migs glitch out and circle forever and not land. One other mig just kinda fazed through the deck when it spawned in and floated along the sea, the flightdeck menu said it was 'moving to launch point'. I don't know if it was this mod or just an actual base game glitch
Rileysrogues  [author] 16 Nov, 2024 @ 10:10pm 
UPDATE: removed static aircraft in the hangar that caused clipping. Cat 3 stays functional during helicopter operations now as well
wolfmanlima 16 Nov, 2024 @ 2:39pm 
@S"aarum, if you go to your Seapower workshop folder (1286220)
Then go to the workshop item ID (3365765080)
You go to the Orel.ini under the folder "vessels"
then open the .ini file with Notepad (++)

The Deckprops are starting on line 1473
If you only let the "_Trans" on the Submodel18 and 19
(otherwise floating Taifuns or it's windows over Elevator 3)

And remove the "_Trans" from the other submodels and save the file you should have all the deck equipment and aircraft again minus the Taifun's that are parked on Elevator 3.

Warning tough, if Riley updates the mod than your modifications get over-written as well of course.

#----------- Deck props ------------
SubModel11=Equipment_1
SubModel12=Landing_Lights
SubModel13=MiG-23A
SubModel15=P-42
SubModel16=Ka-27
SubModel17=Ka-27_Cockpit
SubModel18=Taifun_trans
SubModel19=Canopies_trans
SubModel20=P-42_RLDN
wolfmanlima 16 Nov, 2024 @ 2:13pm 
@Rileyrogues,
Very nice work with working out the waypoints and launchpoints and correcting the other values in the file.

Apologies that i give a few tips to how people can make the changes they want to the Orel's appearance :)
aptemcolysco 16 Nov, 2024 @ 10:51am 
есть возможность убрать технику в ангаре? А то там самолет сквозь текстуры проходит

is it possible to remove the equipment in the hangar? Otherwise, the plane passes through the textures there
Veronica Anatolia 16 Nov, 2024 @ 12:09am 
Would it be possible to get the Kiev working correctly? (landing and launching plane's and heli's I mean.)
S'Aarum 15 Nov, 2024 @ 6:54pm 
Its a shame that the planes and props on the flight deck have disapeared. It gave it some cache. ^^
Snake Eater 14 Nov, 2024 @ 12:21pm 
Best ship in the game just got better