Sea Power

Sea Power

Air deck operations upgrade
256 Comments
ossesek  [author] 25 Jul @ 11:23am 
@USS ENTERPRISE You're right there was a mistake but it is devs' mistake. In vanilla mount 3 of Mk 29 launcher is a simple copy of Mount 2. I had changed it (Mount 2 to Mount 3 of port launcher) but I didnt notice firing arcs mistake. I've just corrected and uploaded mod with proper arcs and using this opportunity I've changed rest positions of both rear launchers to face them to the rear, to make them rotate only inside their arcs.
USS ENTERPRISE 25 Jul @ 6:01am 
I noticed that the Mk 29 launchers No. 2 and 3 on Nimitz have exactly the same FiringArcs parameter, which leaves the port-side with completely no SAM firepower. Please check if it's a mistake.
ossesek  [author] 9 Jul @ 1:53pm 
@Swordfish Nice to read mod is useful. Thx
Swordfish 9 Jul @ 7:31am 
Works like a charm! tnx:steamthumbsup:
ossesek  [author] 2 Jul @ 10:17am 
@Ewok_Pilot. So it wasn't your DM but someone's else. It means there is no message from you on discord or I can't find it. You will find my nick in previous message on june 19th
Ewok_Pilot 2 Jul @ 9:54am 
@ossesek I don't appear to have gotten anything from you, would it be ok if I sent you a DM?
ossesek  [author] 2 Jul @ 4:21am 
@Ewok_Pilot DM as a reply to you
Ewok_Pilot 2 Jul @ 4:09am 
@ossesek I didn't get anything, where did you message me? DMs or a server?
ossesek  [author] 2 Jul @ 1:00am 
@Ewok_Pilot check your discord
Ewok_Pilot 1 Jul @ 7:39pm 
@ossesek I'd be interested to see the continuation of the NLR version of Air Deck Operations. I sent you a message on the BuOrd discord
ossesek  [author] 19 Jun @ 11:09am 
@Scythan I deleted the file. If you've got discord, find me (nick: ossesek1) and we'll see what we can do about that mod.
Scythan 19 Jun @ 9:39am 
@ossesek:

Hey man, thank you for these mods, on Jun 7 you posted a link to the 'unrealistic' launch mod link:

[/url] steam://openurl/https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3422144003 [/url]

that appears to be a dead link, I love that mod (and realize its unrealistic) could we get a direct download or repaired link?
ossesek  [author] 15 Jun @ 1:00am 
@DarthXavius I've just tested Nimitz and for me everything works fine. Intervals last circa 1 minute. Maybe try first pure vanilla to see how it works. If OK see the mod alone. If there is a problem try to reinstall the game.
DarthXavius 14 Jun @ 3:01pm 
Did Nimitz get fixed yet? I'm still having 6-8 minutes between landings in the pattern, 160 minutes to land 20 planes, silly
ossesek  [author] 13 Jun @ 11:00am 
@kevinhypernovalo I'm considering it
kevinhypernovalo 13 Jun @ 4:16am 
Are there plans to include the NTU carriers any time?
Anklopfgerät TOG II* 7 Jun @ 5:30am 
probably i'm just too inpacient often xD
Anklopfgerät TOG II* 7 Jun @ 5:29am 
thank you for your answer, I understand, and i really appreciate your work
ossesek  [author] 7 Jun @ 5:03am 
If you want to check older version of the mod with more intense launching go here .
ossesek  [author] 7 Jun @ 5:03am 
Hi @Anklopfgerät TOG II*. One of the main goal of the mod is to be as close to reality as it's possible. Increasing launching efficency woludn't be in line with it. Vanilla carriers have got planes on elevators to simulate proper launching intensity. The mod makes the same thing without occuping elevators by planes. IRL carriers generally don't use all elevators at the same time.

Regarding to bind 1 elevator to 1 catapult it is generally true but not always. In specific circumstances (sometimes very rare but possible and verified in my tests) elevators are projected to serve more tnan 1 cat.

Ofcourse i'd like to make some changes in flight deck ops but there are in-game limitations. The mod took a long journey and at the beginning launching operations were more intense, helos used other elevators/launching spots and so on. I'm strongly convinced development reached its limits in present environment.
Anklopfgerät TOG II* 7 Jun @ 3:57am 
just another note to this issue: in my opinion, it is mainly a problem with splitting the planes on all 4 elevators (because it looks like every elevator is for one catapult) and instead of using for example the second forward catapult, the first forward will do both planes, and then you have to wait until the first plane is off the catapult, instead of using the second catapult which stays completely empty
Anklopfgerät TOG II* 7 Jun @ 3:50am 
sorry for commenting again: I really like the mod for the faster carrier ops, especially launching aircraft while landings still happen (like it is possible with US-carriers). But I think you should look on the speed of lining up jets for launching, especially when only doing launching ops. The elevators work so slow, that you will use all 4 elevators, but you can be happy, when there are 2 elevators used simultaneously. This process could need some Speed-up.
Anklopfgerät TOG II* 1 Jun @ 7:52am 
it's ok, as you mentioned, it fits and was your intended position and i can understand your point of view. If you're fine with it, i stick with it, no problem.
ossesek  [author] 1 Jun @ 7:13am 
@Anklopfgerät TOG II* I know it's tight but it is as I projected. I wanted to place more planes and retain 4 elevators. I assume you would remove planes from sixpack spots, next to the runway (2 A-7s and 1 EA-6B). I'll rethink the concept but can't promise I'll change smth.
Anklopfgerät TOG II* 1 Jun @ 5:25am 
tested it, and it works, just another discovery: please take a look at Enterprise-class, there are also some jets parked pretty uncomfortable for Air-operations, nothing clipps through them while landing or take-off, but in my opinion, you wouldn't park these jets there, when performing combat air-ops
Anklopfgerät TOG II* 1 Jun @ 5:17am 
thank you for fixing and no problem, mistakes can happen
ossesek  [author] 1 Jun @ 4:53am 
@Anklopfgerät TOG II* I removed you comment by mistake. Sorry.
ossesek  [author] 1 Jun @ 4:51am 
@Anklopfgerät TOG II* Thx for your vigilance. These planes shouldn't be there. They are there when Clear the deck addon is activated. Issue is fixed. Resubscribe the mod.
ossesek  [author] 31 May @ 11:49am 
Hello @a62443166. I'm focusing on flight deck operations and I want carriers to be as close to vanilla as possible. Maybe some other modder will make such addition.
a62443166 30 May @ 11:41pm 
Also I have a very small request. Can you make Enterprise's airwing be VF-1 Wolfpack and VF-2 Bounty Hunter?
Royal Raven 23 May @ 12:03pm 
They are suppose to release a fix for that today @a62443166
a62443166 23 May @ 9:20am 
I see.
ossesek  [author] 23 May @ 7:27am 
@a62443166 it's in-game issue
a62443166 22 May @ 11:33pm 
Carriers are broken after the recent patch. Please fix.
ossesek  [author] 14 May @ 11:47pm 
@Dardo FoxRay It's all or nothing issue. You can't add crew without its members on planes and elevators. So some of the crew would hover above the deck or elevator when it's in down position.
Dardo FoxRay 14 May @ 8:54pm 
Bit of a nitpick of a request, maybe for a separate version. Could you add the aircrew back onto the deck? I realize you got rid of them perhaps because of the clipping issues, but they do add a whole bit of scale and life to the whole air ops picture.

That being said, amazing mod! Can't think of playing without it, and with SAR on the Horizon, our decks are gonna be even more crowded!:steamthis::steamthumbsup::steamthumbsup::steamthumbsup:
Bas {NL} 4 May @ 7:43am 
it was not all the time, it was generally 50% off the time, and not from the start but mid-way a mission
Bas {NL} 4 May @ 7:42am 
Re-installing did seem to fix it. seems i had a rare bug then. well thank you for solving it for me, even tought it was not your problem
ossesek  [author] 4 May @ 6:59am 
If it happens all the time, I'd reinstall the game. I saw few of your lives and carriers worked well - at least when I was watching.
Bas {NL} 4 May @ 6:53am 
i have no other mods installed apart from a few scenarios. and i even had planes try to "land" at 5000ft height, and just vanish underground and also getting the carrier stuck.
ossesek  [author] 4 May @ 5:11am 
@Bas {NL} Try to re-install the game or check the mod without any others. Mod itself doesn't change landing machanics and works fine on my computer. If I'm not mistaken the problem was reported few times on forum. What I noticed from my modding experience is, when final approach speed is defined to less than 150 konts, some planes have tendency to land behind the carrier, don't reaching the deck, but still planes taxi to the hangar and don't glitch. Mod defines final approach at 150 knots.
Bas {NL} 4 May @ 4:43am 
love the mod, its just a shame all landing aircraft get glitched out and are floating "still" in the air, causing your carrier to stay in "performing air ops" modeforever, causing you to lose steering and mobility or even launching missiles.
Thunderfish 24 Apr @ 2:48pm 
@ossesek Thank you! I got it working. Great mod.
Thunderfish 24 Apr @ 1:39pm 
@ossesek Thank you for the response, I'll try that now!
ossesek  [author] 23 Apr @ 11:01pm 
@Thunderfish First i'd check if it works alone without any other mods. If yes i'd load next mods one by one and by every mod check if it works. Also you may try to re-install game to have a pure version and check. Mod may interfer only with other carrier mods, changing in-game carriers. Custom carriers don't affect it.
Thunderfish 23 Apr @ 1:45pm 
Hi - I am having a hard time getting this mod to work. I've tried different load orders, checked compatibility, and unsubscribing/resubscribing. Any ideas? I would love to get this to work, it looks great.
Just John 22 Apr @ 2:50pm 
really? thats very interesting im sorry i thought the mod changed the air wings in the process. when you check on LHA 3 carrier op window shes the only one with 10 attack helicopters and no harriers. either the devs or another mod i have messed up and mistakenly added the 6 to the helicopters. Sorry again!
ossesek  [author] 22 Apr @ 11:32am 
@Just John Air wings aren't changed by the mod, so they are standard vanilla ones. LHA-3 doesn't have Harriers but some are parked on deck due to the mod.
Just John 22 Apr @ 11:19am 
For some reason LHA 3 Belleau Wood doesn't have harriers as a option in the deck ops window
ossesek  [author] 20 Apr @ 9:12am 
@aptemcolysco No. I'm focusing on vanilla and waiting for vanilla F18 and S70.