Carrier Command 2

Carrier Command 2

Just A Few Hardpoints More
59 Comments
jardasc 12 Jul, 2024 @ 2:57am 
what about having two floors for the mule
avali gaming 10 Nov, 2023 @ 3:50pm 
gods, i wish this could be combined with the AWACS albatross mod
sgtobliterator 25 May, 2023 @ 3:03pm 
I did not know about that keybinding but thank you for letting me know, it works fine now
Darloth  [author] 25 May, 2023 @ 10:21am 
There's a Next Hardpoint and a Previous Hardpoint binding that you can set. I'm not aware of a way to select the slots directly, which is unfortunate. I haven't checked if it's possible for mods to add new control bindings, and probably won't - but if you or someone finds out that a) it's possible, and b) it's easy, let me know!
sgtobliterator 25 May, 2023 @ 12:39am 
for the albatross, is there a way to select weapons past 1-0? because i have 2 hardpoints that i am unable to access because i cant hit 10 or 11 on my keyboard, only 1-0. I do also have the albatross AWACS mod but that would still leave one hardpoint inaccessible i think
Darloth  [author] 10 May, 2023 @ 4:50am 
In the version from this mod, I believe you'll be wanting line 123, which says <attachment name="center_front" type="1">, along with a <transform..> tag after it.
Change that back to the version in the original file, which is:
<attachment name="center_front" type="2">
<transform m00="1.00000000e+00" m01="0.00000000e+00" m02="0.00000000e+00" m10="0.00000000e+00" m11="1.00000000e+00" m12="0.00000000e+00" m20="0.00000000e+00" m21="0.00000000e+00" m22="1.00000000e+00" tx="-6.57262405e-08" ty="-9.71383691e-01" tz="2.50634933e+00"/>

and you'll revert the turret type and orientation.
Darloth  [author] 10 May, 2023 @ 4:48am 
@Deathtrap46 certainly - though it won't auto engage like slapping a standard 30mm on the inverted mount this has, so I considered reverting it and decided not to. You also can't stick a quad-IR missile launcher or a CIWS on that mount... It's probably good on the manta, though.

But hey, if you want to you can revert it. The file you need to investigate is /content/game_objects/vehicle_chassis_rotor_heavy.xml.
Deathtrap46 10 May, 2023 @ 12:03am 
Is there any way to make it so that the petrel's front gimbal goes back to its normal state so that I can use the gimballed 30mm?
Jango Bun Bun 5 Apr, 2023 @ 7:05pm 
bombs would be hilarious for suicide runs, but that's not resource efficient in the slightest.
Darloth  [author] 5 Apr, 2023 @ 9:06am 
IR missiles target whatever they feel like, but they usually do prefer ground vehicles.

Laser missiles in those slots work, but they tend to crash into terrain a lot.

I like using them for AA missiles to give the walrus some air defense, or TV missiles as they can be guided better and used for scouting.

The only really bad option is bombs, for obvious reasons, for 20mm chainguns, because the mounts are tilted upwards to give missiles a bit of height on launch, so you can't really aim them (also because they would be too effective)
Jango Bun Bun 4 Apr, 2023 @ 8:54pm 
I can't seem to understand how to use the side mounts on the walrus. I put IR missiles on them for flexible attacks and they don't want to target ground vehicles. Am I doing something wrong, or are they best suited for laser guided, AA, or TV missiles?
Darloth  [author] 24 Mar, 2023 @ 2:47am 
If you want the UI enhancer features, yes. The loadout script for this mod is compatible with vanilla and UI Enhancer both (and is basically copied-and-edited with permission from the UI Enhancer mod), so by default, with only this mod on, you'll get vanilla UI.
The reason you can't turn them both on is that they both need to change the loadout_ui file - this mod wants the albatross to have six missile slot buttons, and the UI Enhancer wants four, so the game rightfully points out they're incompatible - but by merging them you get a version of the enhanced UI with six slots (and the walrus and all the other changes, but this is a good example)
Shuncle 23 Mar, 2023 @ 1:00pm 
Do you still have to merge this mod with UI enhancer as per the Jun 22 discussion post?
Darloth  [author] 16 Feb, 2023 @ 4:59am 
This mod does not change swordfish. The definition file for swordfish is not altered in any way by this mod, so I don't think it even -can- alter them. The only three vehicle files touched by this mod are:
game_objects/vehicle_chassis_rotor_heavy.xml (petrel)
game_objects/vehicle_chassis_wheel_medium.xml (walrus)
game_objects/vehicle_chassis_wing_small.xml (albatross)

I think swordfish have always had one of each weapon type, although which weapon goes where is random, so you can sometimes still find a hole in their CIWS or torpedo-decoy coverage. If this mod somehow changes how you perceive swordfish to act, it's not an intended or obvious change. If you think it really is somehow changing them, could you provide more details please?
Sniper 15 Feb, 2023 @ 5:05pm 
This mod is cool, but it makes swordfish insanely hard to fight for some reason as it gives them one of each weapon type. Cool mod but the swordfish drives me away from wanting to use it.
Perica 19 Nov, 2022 @ 5:01pm 
Figured out you can actually use blender if you import the plane model and orientate it correctly. Takes some fiddling around to find te correct orientation but it does work.
Darloth  [author] 17 Nov, 2022 @ 2:42am 
@Perica I wish I had a sane toolset and workflow. I don't though - I've just reloaded the game again, and again, and again.

The fastest way to check out a mounting is to start a custom game with very few islands (makes the map generation shorter) and then after launching the carrier and setting the hardpoint configuration either take the lift or the stairs down to the launch bay. The stairs are faster but only if you don't get caught on any geometry along the way.
Perica 15 Nov, 2022 @ 2:20pm 
I'm trying to modify your mod a bit to add some more hardpoints to certain vehicles, but i'm struggling with placement of the actual attachments themselves on the 3d model. Reloading into the game every time just to see an update change. Are you using any third party apps like blender to make this process easier and if so how are you exactly displaying required stuff?
simo128 11 Nov, 2022 @ 5:55am 
@Darloth , thank you for taking the time to reply really appreciate your effort , i could solve it and it works fine now , i honestly dont know what was the culprit, all i did was i unsubscribed to the mod then subscribed back again and loaded my save game and tried and it worked . Thank you 🙏
Darloth  [author] 9 Nov, 2022 @ 11:17am 
@simo128 - Can you give me more details on what goes wrong, and what it looks like when it goes wrong please?

I haven't done anything that I'm aware of to fuel, barges, warehouses, or that logistics screen.

Also, C_D_R had the same issue and seems to have had it fixed - have you checked you've got the updated version? For a while it was using an out of date lua file, but I have fixed that as far as I know, so if it's still broken a good bug report would help find out where.
simo128 8 Nov, 2022 @ 11:11am 
Any idea how to fix the fuel supply bug ? I cant load my barge from warehouse anymore after subscribing to the mod .
C_D_R 18 Oct, 2022 @ 4:51am 
it worked now huge Thank
Darloth  [author] 18 Oct, 2022 @ 2:10am 
Updated for latest version, seems to work now.
C_D_R 17 Oct, 2022 @ 3:19pm 
it need a update... i cant load my barge or call suply for fuel anymore
Krazyone 3 Oct, 2022 @ 12:42pm 
aahhh ok thanks for letting me know
Darloth  [author] 3 Oct, 2022 @ 11:26am 
Any mod that updates hardpoints has to also update the loadout UI, or it won't know about the hardpoints. They updated the loadout UI amongst lots of other UI changes, so, when the mod overwrites those updated bits with the older version... but doesn't overwrite ALL of the UI with the older version, well, things break :)
Krazyone 3 Oct, 2022 @ 11:16am 
Looks like the specialized mod that adds hardpoints also is messed up so I would assume it is something from the updqate?
Krazyone 3 Oct, 2022 @ 11:10am 
Awesome will be on the lookout for it then. Keep up the good work!
Darloth  [author] 3 Oct, 2022 @ 11:09am 
Not actively, but I will update it soon so it works with the current patch.

I'll be making another one with slightly more hardpoints and faster swimming ground vehicles at some point too.
Krazyone 3 Oct, 2022 @ 11:07am 
Looks like the mod broke the mule and ground vehicles take ages to finish 'healing' after changing one out for another. Other than that this is pretty cool. Are you still working on the mod?
Darloth  [author] 2 Oct, 2022 @ 4:56am 
No idea. Let me know if you find out! I'm guessing it doesn't, but it also doesn't follow several other rules the players do regarding logistics and ammo and stuff, so I'm not fussed either way.
TheNob 2 Oct, 2022 @ 4:33am 
Thx for this mod. Does the AI use it accordingly (e.g. Albatross mounting additional missiles)?
Darloth  [author] 9 Sep, 2022 @ 4:41pm 
@Karmasabiatch - You don't have to do anything like that if this is the only mod you're using. However, you do have to turn the mod on in-game, from the mods section on the main menu. If literally nothing has happened, that's the most likely case. If on the other hand you've turned it on, it's the only mod and -still- nothing is happening then please get back to me because that would be weird.
Karmasabiatch 8 Sep, 2022 @ 5:39am 
Hey im not sure i know how to use this mod as i subscribed to it but nothing has happened to my vehicles and im not sure if i have to go and edit values or files myself or anything
Rhimens 16 Aug, 2022 @ 8:47pm 
Ah I meant the ones used for the main gun on the seal/walrus that your mod lets you mount on the Petrel. Would that be an i=9 under the i=1 entry?
Darloth  [author] 16 Aug, 2022 @ 8:40pm 
To directly answer your question - to add a new slot you need the new line's i to be different in the .lua file, and it needs to match the order of the new attachment in the .xml file. Assuming you put yours at the bottom of the list, that would be i=9 for the next one.

The way they're split into groups of brackets is really more for convenience, the game doesn't care. i=1 refers to the turret mounting, then the next set of things are the wing missile pylons, and then the final set is utilities - but you could put them all in one bracket set if you wanted, the numbers are the only really important part.
Darloth  [author] 16 Aug, 2022 @ 8:37pm 
Well I added three utility slots to the Petrel, there's one on each wingtip as well.

The section adding utility slots in library_ui.lua in the scripts folder is:
{
{ i=6, x=0, y=20 },
{ i=7, x=28, y=0 },
{ i=8, x=-28, y=0 }
}

i refers to index, because this is the GUI file - it's telling the screens in game which attachment index should have a slot on the screen and where that slot should be (x and y are the coordinates on screen)

The actual attachments themselves (that is, what type of slot) is defined separately in the vehicle_chassis_rotor_heavy.xml file in the gameobjects folder, and if you look at the list of <attachment tags in there, the last three are type=0 which signifies utility slots. They also have coordinates, but those coordinates are in 3d space relative to the origin of the model, and define where the 3d models of the attachments get placed on the ingame model, and what rotation they are.
Rhimens 16 Aug, 2022 @ 6:29pm 
What am I supposed to write if I want to add a new entry? For example for adding a new utility slot to the Petrel (bringing it to 2) and it has '{ i=1, x=0, y=-22 }' do I need to change i? or can I just leave it as is and modify the x and y coords for the new hardpoints? There's three bracketed sections, I assume the one with only one entry is your added utility slot?
Rhimens 16 Aug, 2022 @ 1:46pm 
I like using the Petrel for it since in my experience, trying to get ground craft onto the islands is extremely slow, they are far more vulnerable than aircraft, and sometimes unreliable due to currents/etc.
Darloth  [author] 16 Aug, 2022 @ 1:32pm 
Yeah, they're nowhere near as reliable. I've worked out that if they pop out of the cylinders before they hit the ground it breaks their widdle legsies, so you need to drop them quite low down... but generally they're unreliable when air-dropped, and I like that. You still can, and maybe even should, deliver them via ground... This mod just gives you the option of an air drop.
Rhimens 15 Aug, 2022 @ 2:05pm 
Having some issues with using Petrels to drop Virus Bots. The virus bots won't move and sometimes won't capture the island, and they frequently land very far away from where I actually dropped them. Not sure why.
Darloth  [author] 3 Aug, 2022 @ 3:21am 
I don't know how you cope with slow vehicles... but, opinions heard. I'll leave this mod alone and make another one with all of the changes and more.
thewebbernator 2 Aug, 2022 @ 2:11pm 
Love the MoD - great new dynamic to gameplay after exploring all there is to explore in core game and love the more balance approach to Ribbons also very good MoD

Suggest keeping this Mod as is and adding the other Mods as seperate addons (if possible). If not then I like the single hard-point seal idea, less keen on the walrus twin turret upgrade or ground speed upgrades (this limitation makes the game more challenging - which i personally like).
Cylindrical Bobcat 1 Aug, 2022 @ 5:57pm 
Keep it separate and avoid the power creep. Can name the new one "even more hardpoints."
Darloth  [author] 1 Aug, 2022 @ 4:15am 
Anyone who reads this, may I have an opinion please? Should I update this mod to add a single missile slot to seals, and incorporate additional ground vehicle speed (especially in water) as part of this mod? It would no longer then be purely hardpoints.

I could even give Walrus a second turret, to maintain them being a big upgrade over seals in terms of available armament.

Alternatively, I could make a new mod with these changes and preserve this one as purely just a few hardpoints. Please let me know what you'd like!
Darloth  [author] 17 Jun, 2022 @ 3:10am 
@SLOMMY If you knew how to do it before, you still do - it hasn't changed with the workshop. If you mean how do you add entirely new slots, well, you copy paste the old one in the vehicle file so there are more attachment entries (changing values as appropriate), and then you also need to update the scripts/library_ui.lua file, somewhere in there is code saying which slots the loadout screen should draw, so add your new slots there too.
Spungly 16 Jun, 2022 @ 4:21pm 
can you tell me how you added the extra hardpoints? i used to give air weapon hardpoint options to the seals back before workshop came out by changing type 0 and 1 to 3. it would be cool to know how to do this
Darloth  [author] 9 Jun, 2022 @ 5:59am 
I won't add utility slots to the albatross - I feel like its slow speed and lack of survivability are the key distinctive elements of the chassis.

I am planning on adding three or so to the Petrel though.
GhostChief 8 Jun, 2022 @ 8:53am 
The Petrel could use a utility slot update. At a minimum it would be nice to put flares on it. That and the Albatross I feel like are missing utility spots
Darloth  [author] 8 Jun, 2022 @ 3:05am 
@DasMoss The manta already has a lot of stuff going for it, and is pretty much the best vehicle in many cases. I'm hesitant to add more stuff to it. Also to the point, where would I even fit the button for selecting that onto its loadout screen? The AWACS slot (and I -wish- there were more things you could put in that slot - like a laser or a giant cluster bomb or whatever) already takes up most of the room on that screen. It's probably possible, but I'm not planning to do it this mod.