From The Depths

From The Depths

Aircraft Armament mod [2.5.2]
46 Comments
Carolus Magnus  [author] 13 May @ 10:33am 
Reusing a lot meshes from the game itself and the cold seas mod (with permission). Setting up simple weapons is detailed in a guide you can still consult in the old forum.
maxharrysson 2 May @ 2:06am 
carlos, how did you recreate the simple weapons. i feel like the devs need to add this as a base game feature lol
Carolus Magnus  [author] 30 Apr @ 11:29pm 
Thanks for your kind words! I've not been able to squeeze in much playtime in FtD these past months, but I do intend to maintain and potentially update my mods whenever I have another flash of inspiration. :)
StoicLemming 27 Apr @ 10:13pm 
Hey don't know if you are still working on this or not but have to say love your work! Always been a sore point that aircraft seem to either be small and have missiles or be huge to fit the other weapon types. Wish this gets more attention and more stuff added.
Sleepy 28 Mar @ 3:58pm 
oh shit, thanks carolus
Carolus Magnus  [author] 28 Mar @ 12:48pm 
As far as I can tell, this should work in the most recent version of FtD without issues. This mod does not use a plugin file for functionality, it's all built on the simple weapon framework.
Sleepy 27 Mar @ 9:56am 
do you ever intend to build anything like this for the most recent version? seems like it would be amazing for planes
Carolus Magnus  [author] 9 Feb @ 5:01am 
Small update today, check the changelog.
Carolus Magnus  [author] 6 Oct, 2024 @ 5:15am 
Sorry for the late reply snoopy, but steam never notified me of your posts.

A few things to keep in mind for custom bombs, is to always include at least a single gunpowder module, always use failsafes, and always set firing restrictions. Keep hardpoints or internal bomb bays as unobstructed as possible.
snoopyowen 11 May, 2024 @ 11:21pm 
The bombs also miss a lot and detonate mid air, which is odd.
snoopyowen 11 May, 2024 @ 11:11pm 
It only seems to do this with custom bombs :/
snoopyowen 11 May, 2024 @ 11:08pm 
How do I make the bombs not detonate on my aircraft in flight? When the bomb tries to fire it just blows up.
Carolus Magnus  [author] 1 May, 2024 @ 2:51am 
@Metal_Messiah666_ I have recently stumbled across the same bug you mentioned so long ago, a small delay between bomb (or now also rocket) impact and the explosion going off. My current assumption is that it might be caused by the fact that the projectiles are set up to penetrate a few metres of armour before they run out of kinetic damage or until the timed fuse goes off.

I'll try tweaking to see if this is the case. If so, it should be relatively easy to fix.
Carolus Magnus  [author] 20 Nov, 2023 @ 2:00am 
You create a new mod first of all, and then you create a new simple weapon inside that mod. You can set up a whole slew of preprogrammed constants to make it behave like you want. Then you have to dress the simple weapon up so it looks like you want it to. In the case of this mod, the bomb bays are simple weapons dressed to look like racks full of bombs.

It's hard to explain step by step how they were made if you don't know the fundamentals, so I'd advise you to read into the from the depths modding guide first.
maxharrysson 19 Nov, 2023 @ 11:04pm 
I just saw this and thought I might ask you how you made new weapon like that. I kinda wanna make a new weapon with a new behavior
maxharrysson 19 Nov, 2023 @ 11:04pm 
That's kinda what I wanted to do
Carolus Magnus  [author] 14 Nov, 2023 @ 3:22am 
You can do it via the ingame modding ui. It can't program new block behaviours, but you can modify a great deal of constants from there.
maxharrysson 12 Nov, 2023 @ 10:27pm 
Wait I'm confused how do you modify the games values what file are they In
maxharrysson 12 Nov, 2023 @ 10:26pm 
thanks
Carolus Magnus  [author] 8 Nov, 2023 @ 3:01am 
I have one or two small projects that actually modify code, but that is a whole other can of worms. the ingame mod UI is a pretty straigthforward and powerful tool for simple mods to specific block properties.

I think starting small and making a few tweaks to stuff that already exists in the game is a good way to figure out the basics. But there is an FtD modding guide which lists all the variables and structures of simple weapon mods. It should be a pinned post in the modding channel of the official discord. People there will no doubt also be eager to help :)
maxharrysson 7 Nov, 2023 @ 10:14pm 
Thanks. I'm just confused how did it. Iv always tried making mods with this game but I couldn't ever just make changes to base stuff. like fixed shell speed or stuff like that
Carolus Magnus  [author] 3 Nov, 2023 @ 6:32am 
It all uses the framework created for simple weapons back in the day, it's quite versatile. There should be documentation floating around in the old forum, or on the discord maybe.
maxharrysson 3 Nov, 2023 @ 2:04am 
can you tell me HOW did you modify the games code to apply these affects? i am so confused how to do this
Carolus Magnus  [author] 20 Aug, 2023 @ 6:55am 
The update is in. Since I've rebranded the mod a little, it's probably best to install it from scratch. Delete the version you currently have installed using either your file explorer or FtD's ingame ui. Then reinstall the mod you can subscribe to on this page.

All item ID's of existing weapons haven't changed, so I don't foresee any problems with existing blueprints. :steamthumbsup:
Eris Luuvan 31 Jul, 2023 @ 3:37pm 
excitinggggg!
Carolus Magnus  [author] 31 Jul, 2023 @ 9:03am 
In the coming weeks I'll try and finish the update with the rocket pods and gunpods :)
Carolus Magnus  [author] 16 Jun, 2023 @ 2:13am 
@Khepri I figured out how to make this change now, it wasn't too hard. However, I'm still playing the oldcampaign nearly exclusively so I don't know if things are as simple when modding current. I've got some other things on my plate right now, but I could look into it later. In the meantime, I think I already came across something that looks like what you need.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2943973739
Carolus Magnus  [author] 9 Jun, 2023 @ 11:18pm 
The mod will get a nice update soon. There will be a small scope expansion to some other hardpoint-mounted aircraft weapons, is all I will say for now.
Carolus Magnus  [author] 14 Feb, 2023 @ 2:52am 
This should be doable I feel, but it would require quite a bit of tampering, failing forward and a plugin with some new code.

I purposefully limit most of my mods like this one to the functions in the modding ui to maintain compatibility between new versions and the legacy ones I like to play, so that is an extra hassle.

I would suggest to post this request in the dedicated thread for mod requests in the OFtD discord first, they will probably be able to help you better.
Khepri 13 Feb, 2023 @ 6:32pm 
Greetings Carolus Magnus. I come to you with a strange request that may be within your power to honor. I was playing around with FTD's built-in modding UI when I realized that I'm hopeless at navigating it, let alone creating a new mod from it. The TL;DR of it is: I want to have a mod in which the four Ion Thrusters have a new variant that has boosted stats identical in performance to the standard Jet Thrusters, but with higher energy and material costs to balance them out. Ideally, the thruster trail would be a different color, deep violet, akin to black light, to differentiate the boosted variants from the standard ones. Is this something that you can do? You don't have to if you do not wish to.
Carolus Magnus  [author] 5 Jan, 2023 @ 1:27pm 
Advanced coding is pretty much beyond the scope of this mod (and my own capabilities) I'm afraid. If you like tradeoffs between more smaller shells and fewer larger ones, the existing blocks (wing mounted hardpoints and internal bombbays) should suffice I hope.

The 'cluster' bombs are at the extreme end of the many tiny shells spectrum with how I must implement them in lieu of coding skills.
BoneBoi 24 Dec, 2022 @ 9:27am 
"Anyone feel like there should be a custom shell variant of the cluster bombs? Might be IMBA, but hey, not like the whole mod isn't already XP"

Maybe take a look at splitting a given shell into multiple different sub-shells as that would definitely help the balance a little bit, making you chose between multiple smaller shells that help guarantee a hit via saturation bombing or a bigger single shell that will do more damage to a point target but run a greater risk of interception.
Carolus Magnus  [author] 16 Dec, 2022 @ 11:05pm 
The mod has been updated. You can check the change notes in the top right of the workshop page. Some changes to make the use of bombs more convenient for a variety of planes, and two experimental APS custom bombs. Use responsibly.
Carolus Magnus  [author] 26 Sep, 2022 @ 4:28am 
Anyone feel like there should be a custom shell variant of the cluster bombs? Might be IMBA, but hey, not like the whole mod isn't already XP
Carolus Magnus  [author] 29 Jan, 2022 @ 5:06am 
That is strange, I've never had this issue on my end before.

The simple weapon bombs are set up to penetrate enemy decks and then explode using both timed fuses and adequately high kinetic damage and AP (increasing with bomb size). Considering I play the 2.5.2 beta and not current the shifts in balance might mean they misbehave in current?

If the issue is not (over)penetration of enemies but simply delayed explosion, then I'm not sure what is going on.
Metal_Messiah666_ 28 Jan, 2022 @ 4:05pm 
Good day Carolus Magnus. I have encountered an interesting issue with this mod. It appears that when bombs hit a target they either do no damage at all or the damage is delayed by several seconds. It is quite difficult to work around these problems when designing aircraft, which is a shame because this mod is otherwise excellent.
Carolus Magnus  [author] 20 Jan, 2022 @ 1:47am 
and I agree, I'd love some C&C style tesla coils in from the depths :p
Carolus Magnus  [author] 20 Jan, 2022 @ 1:47am 
The autoloader was a dud object, I couldn't get it to work on my end either. Unfortunately, I forgot to remove it before uploading the update. It can't connect to any clips and the modifications of its variables didn't seem to change anything.
Khepri 19 Jan, 2022 @ 3:28pm 
Just discovered an unfortunate incompatibility issue between this mod and Faster APS. Faster APS modifies the vanilla APS clips in someway that causes them to not recognize your revolver cannon auto loaders as a valid part it can connect to, meaning that they can't be used in a non bomb based APS system. Unfortunately, I don't think this is something that you can fix on your end, unless it is a simple case of updating block IDs. Otherwise you may have to collaborate with the author of Faster APS to fix this issue.
Khepri 19 Jan, 2022 @ 1:58pm 
I remember something about there being being parts for a proper nuclear reactor in the mimic menu, but it was apparently never implemented.

When one looks at what weapons are available, there really is a lack of variety for certain weapon types. Conventional weapons such as missiles and guns can only have so much variety, but there really is an untapped resource with Sci-Fi weapons. Energy missiles/torpedoes, Lightning Weapons, Gravity Weapons, mechanics such as spreadable fire, and etc.
Carolus Magnus  [author] 19 Jan, 2022 @ 1:30pm 
There is indeed Faster APS, but it's not backwards compatible with the far older game version I choose to play myself - so I had to cook up my own 'solution' that didn't require scripting a plugin. But I can see them working together. I made the barrel to assist with the burst firing capacity for two little cannon fighters I made.

Between steam- crams, cluster crams, and several other items I can think of there's a slew of stuff that was promised or half-implemented and then discarded. I hope your suggestion will get traction. It's annoying seeing those plasma parts sit there with no functionality.
Khepri 19 Jan, 2022 @ 12:06pm 
There is a mod called Faster APS that still works with current updates as far as I can tell, as I use it and it works perfectly. The mod only adds some parts that are more or less identical to vanilla APS parts except for the fact that they have had certain values edited to make APS cannons that much quicker. This mod plus that mod should work very well together. Also, bit of a shameless plug, but I made a suggestion thread on the discussion boards detailing a suggestion for an APS style Plasma Cannon system and no one has checked it out at all *sad noises*, so please check it and tell me what you think.
Enderjed 19 Jan, 2022 @ 9:13am 
I do indeed like the new revolver barrel evacuator, it gives planes overall more options for dealing with resistance, I've also found it useful for my AA Boat turrets and tanks.
Carolus Magnus  [author] 18 Jan, 2022 @ 8:31pm 
It's some minour fixes for a number of errors I stumbled across while using the newer hardpoint items :)

I also added a new barrel type to make Brrrrt more viable for small low calibre aps setups on fighter aircraft and defensive turrets on bombers. I would have made a faster loading autoloader too, but those variables aren't open to the mod editor I think.
Enderjed 18 Jan, 2022 @ 8:36am 
Cool, a new update!
D€NIABLE A$$ET 5 Jan, 2022 @ 1:52pm 
yeaa!:honor::BalkanCross::stein::RCKing::electrify: