Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
More than 2 and the barge starts getting "phantom" movement from the loaded land vehicles. Can sometimes end with barge spinning out of control, or being boosted all of a sudden to mach ludichris speed.
I find it best to use 1 or 2 units, would prefer 4 but cannot get MP lately, so in SP it's not worth the effort to catch it with 3 or 4 anymore, but I really appreciate the cage helping to keep the units aboard.
AP seems okay for A to B but not complex ashore ops.
I hope devs change the barge code to be better suited for this mod so we don't have to balance where the units are. Maybe a quick thing is for devs to add a "hardpoint" kinda like petrels when they pick something up, and just make it 16 spots since can fit a lot of ground units on.
If they do so, one day I could see Petrels (with the cargo mod) helping to transfer cargo from barge to carrier to expedite the unloading (looking at you fuel....takes forever to unload 100 units)
Thank you for the suggestion about the halfway point, and for making the LCU in the first place, your hard work is greatly appreciated.
I've been asking for something like this on the forum for a year, and this proves it's possible. I hope that it's successful.
The hump is hard to get over unless you are aligned pretty well and I've had units get completely stuck on the bow, unable to board or escape, though, unfortunately, they are always thrown clear and the boarding must start again, though the Barge will run away pretty impressively fast.
For MP, I can see how this unit is awesome and game changing, but for SP, it doesn't offer much vs the Petrel due to how difficult and time consuming it is to load the transport and then the transit time to target unfortunately.
I'd like to see the mod succeed, and I thank you for your efforts so far. Is there anything I can help with to help you?
I wonder if it's possible to "Hook" the units like the Petrel or AAC does so they would stay in place?
In multi player this becomes a real killer mod, have someone hold the barge still in the driving seat while you embark everything your landing force needs (mule, ciws, bear, virus bots etc)
There is now a "ramp" that you can drive up and onto the deck, it looks less silly than before and works well
One idea would be to properly mod the barge structure and make it so that vehicles drive over a bump to a higher area. But I've not done that amount of 3d before
Notes:
Vehicles will end up piled up like toys at the back of the barge once it gets under way, but will generally self-right themselves under manual control when you want to disembark.
The barge will start to drift slowly forwards as soon as something drives aboard, probably trying to avoid colliding it. Note the barge is invisible from the inside.
Consider having a Petrel with extra fuel tanks nearby to pick up any vehicles thrown clear of the barge during the voyage.
I had a CIWS Needlefish giving anti-IR Missile cover over the beach and it worked surprisingly well, this mod definitely unlocks more potential in many units.