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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.
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.
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)
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)
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?
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.
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.
I'll be making another one with slightly more hardpoints and faster swimming ground vehicles at some point too.
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.
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.
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).
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!
I am planning on adding three or so to the Petrel though.