Sea Power

Sea Power

Air deck operations upgrade - cruisers, destroyers, frigates
23 Comments
ossesek  [author] 30 Jun @ 2:54am 
@Dad It would be much easier and much more rational to implement in fact very simple code into the NTU mod, than to create an addon. There is too many vessels to support and to check for any changes in the NTU mod that have to be updated in the addon.
SHIPWRECK 29 Jun @ 2:41pm 
Will there be an NTU version of this?
ossesek  [author] 2 Jun @ 1:08pm 
@BlackHawkShines It looks like a bug. I've just tested Tico and everything works fine.
BlackHawkShines 2 Jun @ 9:56am 
Idk if it's a bug but a couple of my Ticonderogas are forever stuck in "aircraft waiting to launch" but they don't ever launch the aircraft. They've been stuck like that for nearly half an hour.
Thank you. :GravityCat::armchair::kopi:
jasoriab 26 Apr @ 2:52am 
Thanks! :steamthumbsup:
ossesek  [author] 25 Apr @ 12:49pm 
Mod is updated to mach the newest version of the game. New vessels will appear soon.
ossesek  [author] 20 Apr @ 3:15pm 
Hi @jasoriab. Thx for info. Mod is to be comatible with EA release not with beta. But I'll remember I'll have to check it by next game update.
jasoriab 20 Apr @ 2:29pm 
Hi @ossesek

This mod must be updated because when the harpoon defined in the usn_rgm-84.ini file disappears, several ships are left without harpoons as they are defined in the mod. They must be changed to variant A or C.

This is due to changes introduced in beta 151 and 152 affecting harpoons, which are now missing from ships modified by this mod.
KriegCommissarJames 21 Mar @ 7:24pm 
got it and thanks for the info i appreciate it
ossesek  [author] 21 Mar @ 5:12pm 
@KriegCommissarJames Regarding to Yaks, taking into account Kiev code - no lines that extend take-off time - it looks like some in-game issue. I have never seen such bug.
Seahawk - if you mean real life I agree. S-70/SH-60 fits. But if i'm not mistaken there is no in-game vanilla S-70/SH-60 so it must be an external model. Yes, it fits (barely) into in-game Tico, Kidd and Spruance hangars but it's too big for OHP hangars - look at rear rotor and rudders. S-70/SH-60 is bigger than SH-2 but not as much not to fit to OHP hangar.
KriegCommissarJames 21 Mar @ 4:19pm 
the particular bug with the yaks is they will remain hovering at a short distance (between .3-.45 nm) from the carrier and stay there while registering as launching and thus blocking the cycle of carrier ops, regarding the s-70 that does surprise me as its a modified seahawk which can fit in the hangars but ultimately it is your mod so your choice
ossesek  [author] 21 Mar @ 3:27pm 
Any way, I prepared new version of Kiev and Moskva without useable on-deck planes/helos and soon they will be implemented into carrier's air deck operations upgrade mod. I'm abandoning useable on-deck planes due to one important issue. For example, when you launch one plane and recover it will back to the same spot and go to cool down status. But when you order to launch next plane during that process, plane will move from the same spot. So technically plane on that spot is in cool down status but visual aspect contradict it.
Now I'm focusing on new Kiev and Moskva (also with a bit upgraded flight deck ops) and old ones in the current mod will be an addon for those who prefer on-deck planes/helos option. Propably I won't develop this version any more.
ossesek  [author] 21 Mar @ 3:19pm 
@KriegCommissarJames All ships in the mod are restricted to only one type of helo like SH-2 or Ka-27 and so on. Any other helo, not predicted for specific vessel, will refuse to land/take-off. It limits only vessels in the mod and destroyers like Burke class are not affected. Limitation is added to prevent recover Ch-47 and other big boys. In my opinion in S-70 mod helo is a bit oversized and that's why i'm not a fan to allow it to be compatibile with the mod.
In regard to Kiev class maybe there is an issue with some elevators and launch points blocking commands. I mean elevator X with Yak on it may be blocked by launch point Y, that is Yak's destinantion. Kind of vicious circle. In many many tests with many many varius possible scenarios I didn't encounter it. Also I've just rechecked blocking commands and i don't see a problem.
KriegCommissarJames 21 Mar @ 11:37am 
ok so 90% sure it was a mod i forgot i had that added the s70, still unsure about source of yak bug on both minsk and kiev
KriegCommissarJames 21 Mar @ 11:28am 
think its causing an issue. this is my only mod affecting helis on destroyers/frig etc and the S-70 refuses to launch. had a similar issue with YAK-38s locking out carrier decks and not moving
rgreat 2 Feb @ 1:54pm 
>@rgreat I've already prepeared such mod for Long Beach and Oklahoma City. With Project 61 is a problem, because there are lines above the landing pad. That problem - as for now - make me to stop further work, coz it's too much for me.

I wish you luck.

>another problem that I finally agree with - helos can be reloaded as many times as you land helo on landing pad. The same is with vessels with hangars but it catches eye much less than on vessels without hangar.

Well, planes which are on the deck of CV's have exactly the same "problem".
But I, personally, see no problems here.

Except that reloading must take some time.
ossesek  [author] 2 Feb @ 8:59am 
@rgreat I've already prepeared such mod for Long Beach and Oklahoma City. With Project 61 is a problem, because there are lines above the landing pad. That problem - as for now - make me to stop further work, coz it's too much for me. It's next issue after another problem that I finally agree with - helos can be reloaded as many times as you land helo on landing pad. The same is with vessels with hangars but it catches eye much less than on vessels without hangar.
rgreat 2 Feb @ 8:15am 
Nice mod!

Can you add helicopters on to Project 57A and Project 61 class destroyers?
They have in description that they carried ASW helicopters, and they have landing pads, but no actual helicopters are present.
Von Tofke 25 Jan @ 3:31pm 
Thanks!!!!!
Toby 23 Jan @ 4:42am 
kirby they were not. the carriers in-game only have two elevators usable and the rest unusable sothe only thing added is the time to land.
KirbyMirror2 22 Jan @ 6:10pm 
The carrier mods were already officially integrated into the game. We also need this to be official!
SSG Beard [506 IR] 21 Jan @ 6:45am 
You, sir, are a legend.