Carrier Command 2

Carrier Command 2

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Luz's Naval Expansion Beta - 1.0.2
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25 Apr @ 11:06am
2 May @ 1:00pm
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Luz's Naval Expansion Beta - 1.0.2

Description
Provides some model and physics changes for the Needlefish, and adds a fully physics integrated flight pad to the Needlefish (future updates will include changes to the Swordfish).

The flight pad has physics collision, meaning helicopters can be landed on the new flight pad and vehicles can be manually dropped on the pad - note however, this must be done manually, as there is no way to mod AI capability to land on the flight pad.

The new flight pad also has physics bounds around the edge of the flight pad, to help prevent vehicles from sliding off the pad onto the ocean.
23 Comments
FelineCat 17 May @ 10:28pm 
I LIKE THAT MOD!!!
Peaky 16 May @ 9:47am 
they slide a bit too much and keep crashing into and damaging the carrier. if its possible to adjust that it would be great
Sir.English (ColDelta) 15 May @ 1:33am 
Happy to see there's still great modders for this game,
keep 'r going Luz!
Peaky 12 May @ 6:37pm 
looks like someone managed to get vehicle transportation on this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3444531335 i have not tried it yet but maybe youd be able to reverse engineer how they did it?
cllmsteele 9 May @ 6:36am 
shame alright it was an idea that was worth a look into sadly non fruitful,
Luz  [author] 8 May @ 11:27am 
sadly it's almost impossible - docking is hardcoded in such a way that the carrier is basically the only vehicle that can do it (aside from the drydock).
The docking system is hardcoded and nigh-untouchable aside from the bay positions as far as I know.
There's a very limited subset of moddable options available to us, doing anything further would require DLL injections/memory editing in order to apply the mod, which instantly means it doesn't work with the workshop, and likely wouldn't work for multiplayer, only singleplayer
cllmsteele 4 May @ 4:36pm 
have you got a way to look into how the carrier docks its vehicles to its hull maybe you could have a look at that if possible and somewhat reverse engineer the code and make it so you can do the same thing to other vehicles
Jacobzzzz 2 May @ 1:24pm 
oh okay thank you!
Luz  [author] 2 May @ 1:07pm 
Further to below:

Update 1.0.2

-Tweaked physics colliders for better vehicle-flight deck interaction.
-Added physics bounds to all four edges of the flight deck - this should help prevent vehicles sliding off the deck during movement, whilst not getting in the way of vehicles attempting to land on the flight deck.
Luz  [author] 2 May @ 12:46pm 
@Jacobzzzz it depends - we modders don't have any way to "attach" vehicles to other vehicles, so when anything sits on the pad, it may or not move depending on how fast/sudden the ship moves. I'm thinking about some ways I might be able to keep vehicles on the deck with some physics trickery, likely will patch in something in the next couple days (think invisible wall to keep things from falling off the pad).

Using the airlift command won't work (or at least would be super tricky) as Petrels won't recognise any part of the new Needlefish as a landing spot, so it'll just dump it down wherever the marker is - again not something we modders can mess around with.