War on the Sea

War on the Sea

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Teslaman90 Jul 12, 2021 @ 9:24pm
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(Discontinued) Operation Magazine v1.5.10a
As of 10/07/2024 I have officially terminated development and support for this mod.
This may not come as a particular surprise to many given the lack of updates for a very... very long time, but despite numerous attempts by myself to get back into development i've not made any significant progress on the intended next update and have decided to put down my tools. This is mainly for personal reasons that have inhibited the time and energy I have for modding as well as the fact that a lot of more recent modders have come out with some great stuff that fulfils a similar purpose and I'm happy to let them continue to carry the torch for modding in this community.

This doesn't necessarily mean i'm entirely finished with modding War on the Sea, but any future works will be more likely to be contributions to other mods rather than my own submissions (but who knows lol)

Thank you for all the support y'all have given me over the years, and I hope you continue to enjoy the game!

Disclaimer! The models contained in this mod are not my own work (unless indicated otherwise) and are the properties of their respective owners.
-World of Warships/Wargaming
-War Thunder/Gaijin Entertainment
-ThomasBeerans/SketchFab
I would also like to extend my thanks to other modders who contributed and Killerfish Games who helped make this possible.

Contents:
1.0 - Mod Description
1.1 - Installation instructions
1.2 - Download
1.3 - Changelog
1.4 - Beta Version
1.5 - Bug Reporting
1.6 - Active Bugs
1.7 - Unit List

Contributors:
63rdstarcorp
Nafeij
Ghost
Legionnaire
RamZ

A massive thank you to 63rdstarcorp, Legionnaire, Nafeij, RamZ, Ghost for allowing me to use their ships in OM.

1.0
Operation Magazine

A mod that introduces new ships and aircraft to the game!

Please note there may be some visual discrepancies, however all ships/aircraft are (hopefully) fully functional.

For any questions about the mod, please ask them in the Unofficial WotS Discord:
https://discord.gg/vc8uAVH6Sh

1.1
Installation Instructions
It is now REQUIRED that you use TTE with this mod.
Vanilla is no longer supported. Subject to change if enough people want it.

For JSGME use:
1. Install the MODS folder of OM into the source folder of the game (or wherever you have placed it for JSGME/TTE)
2. Open JSGME, ensure the load order is TTE first, then OM, then any Submods
Do NOT use any ship orientated TTE Submods with OM

Manual install:
1. Navigate to the 'override' folder of the OM folder.
2. Copy this folder into the StreamingAssets folder of the game folder, there should be another 'override' folder there from TTE.
3. When prompted whether or not you want to overwrite files, select Yes.
4. Install any submods from the OM Mod folder.

1.3
Changelog
v1.5.10a Minor patch - Fixes to Montana and Alaska. Fixed Shimakaze torpedo launchers torpedo count.

v1.5.10 Minor update - Updated for TTE 6.1.* added Montana and Alaska classes.

v1.5.9 Minor update - Updated for TTE 6.0.* fixed Ise, Lexington 1942 and Essex early, added Shimakaze

v1.5.8b Hotfix - fixed Unryu's AAA and radar

v1.5.8a Hotfix - fixed A6M3 for Unryu's air complement

v1.5.8 Minor update - Unryu class added with additions from the Blueprint mod. Various fixes

v1.5.7b Minor patch - Updated for TTE 5.3, Lexington class split into 2; 'Lexington' class and 'Lexington (1942)' class. First contains only Lexington in her Coral Sea (vanilla) model, and second contains Saratoga in her imported model

v1.5.7a Minor patch - Updated for TTE 5.2

v1.5.7 Minor Update - Updated for TTE 5.1. Pennsylvania refit re-added. Pre-refit Mogami added. F4U Corsair, Ki-61 Hien and TB2D Skypirate added

v1.5.6c Minor hotfix - removed Pennsylvania refit due to unfixable bugs, added F2A Buffalo, adjusted Standard Battleships availability for losses in Pearl Harbour
All prior hotfixs are redundant, only use the v1.5.6c hotfix

v1.5.6b Minor hotfix - fixed Pennsylvania refit language file

v1.5.6a Minor hotfix - fixed Kamikawa Maru

v1.5.6 Minor update - Added Pennsylvania refit, added Kitakami (included in TTE 4.0), updated for TTE 4.0

v1.5.5c Minor patch - fixed Kearsarge

v1.5.5b Minor patch - fixed TTE 3.02 compatibility

v1.5.5a Minor patch - fixed planes bug

v1.5.5 Minor patch - updated for TTE 3.0

v1.5.4 Minor patch - fixed DDEs

v1.5.3 Minor update - Updated for TTE 2.9, added Type A1, Type C, I-400, Kearsarge, Rudderow, John C. Butler classes, added M6A2 Seiran aircraft

v1.5.2 Minor update - Added Pennsylvania and Colorado 1944 refit, fixed aircraft payload bugs, fixed dictionary bug

v1.5.1 Minor patch - fixed Ise's main gun elevation, improved JSGME compatibility

v1.5.0 Major Update - Added Tennessee, New Mexico, Fuso, Ise, Nagato, Bogue, Independence, Casablanca, Buckley, Cannon, Evarts and Edsall classes
Updated for use with JSGME from TTE 2.7+

v1.4.0 Major Update - Iowa and Colorado added, USN Battleships mod integrated

v1.3.5 Minor Patch - Fixed campaign loading bug

v1.3.4 Minor Patch - Fixed Taiho sinking bug

v1.3.3 Minor Patch - Added Essex flight 3, Shangri-La subclass (6 ships in class), added F6F Hellcat, added SB2C Helldiver, fitted Essex 2 with new planes, fixed textures 'glow', fixed various bugs

v1.3.2 Minor Patch - Added Essex flight 2, Ticonderoga subclass (7 ships in class), D4Y1 rear gun fix

v1.3.1 Minor Patch - Fixed supersized flags when Essex is in task force, fixed Hiryu propeller

v1.3.0 Major Update - First flight of Essex class carriers introduced, 10 in total

v1.2.0 Major Update - Lexington Class CV added, small bug fixes, rear gunners added to D4Y1 and B6N2, updated for TTE 2.5 and WH 0.0.5

v1.1.1 Minor Patch - Small fixes to aircraft complement

v1.1.0 Major Update - 4 New ships added; Akagi, Kaga, Soryu and Hiryu

v1.02 Minor Patch - Compatibility with TTE 2.4

v1.0.1 Minor Patch - Taiho cross-deck AAA fixed (subject to change), some minor visual fixes
Includes compatibility patch for Wide Horizons

v1.0 Initial release - Taiho and complement added

1.4
Beta Version

Operation Magazine v1.5.10 (Beta) is currently closed for opt-in Beta testing.

1.5
Bug Reporting

The nature of this mod allows for many things to go wrong, so please take the time to properly report a bug should you come across one as this makes it easier to narrow down the cause and fix it. Also be sure to check the active bugs section to see if your issue is already mentioned to avoid duplicate reports.

For bug reporting, please use the following format:

A. What mods are you using? Also give the version number for each mod in use if possible.

B. The type of bug that occurred. (Infinite loading, crash to desktop etc.)

C. Where did the bug trigger? (Entering a battle, during a battle etc.)

D. What units were involved? Name any classes of ships/aircraft involved or if you aren’t sure exactly what classes then list the types of units (Eg carrier, fighter, submarine).

E. Do all ships and aircraft work in museum? Check ALL units.

1.6
Active Bugs




1.7
Unit List

USA

Buckley class DDE
Cannon class DDE
Evarts class DDE
Edsall class DDE
Rudderow class DDE
John C. Butler class DDE
Tennessee class BB
New Mexico class BB
Pennsylvania class BB
Colorado class BB
Colorado class BB (1944 Refit)
Iowa class BB
Illinois class BB #NEW#
Kearsarge class BBV
Lexington class CV
Essex class CV (3 variants)
Bogue class CVE
Independence class CVL
Casablanca class CVE

F4U Corsair
F6F Hellcat
SB2C Helldiver

Japan

Type A1 SS
Type C SS
I-400 SSV
Shimakaze class DD *NEW*
Fuso class BB
Ise class BB
Nagato class BB
Hizen class BB #NEW#
Akagi class CV (2 variants)
Kaga class CV
Soryu class CV
Hiryu class CV
Taiho class CV
Unryu class CV #NEW#

A6M3 Reisen
A6M5 Reisen
D4Y1 Suisei
B6N1 Tenzan
M6A2 Seiran
Last edited by Teslaman90; Jul 10, 2024 @ 6:00am
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Showing 1-15 of 892 comments
Fearful Friend Jul 12, 2021 @ 9:27pm 
Great work! Thank you!
Saelll451_exe Jul 12, 2021 @ 9:38pm 
Exquisite!!
the Baron Jul 13, 2021 @ 12:04am 
Amazing work Teslaman! This day mark the beginning of a new era to the wots community. Congratulations. :steamhappy:
Markus1987 Jul 13, 2021 @ 3:25am 
I Will test it at the moment
maletator Jul 13, 2021 @ 3:41am 
It's very good that you managed to insert the model into the game! I noticed only two shortcomings, this is the lack of smoothing on the aircraft carrier's hull, which is why the ribbing of the mesh mesh is visible, as well as the effect of bubbles when the screws rotate is only one and comes from the center between the ship's screws.
Teslaman90 Jul 13, 2021 @ 3:44am 
Originally posted by maletator:
It's very good that you managed to insert the model into the game! I noticed only two shortcomings, this is the lack of smoothing on the aircraft carrier's hull, which is why the ribbing of the mesh mesh is visible, as well as the effect of bubbles when the screws rotate is only one and comes from the center between the ship's screws.
Yep there are still some visual issues that need fixing. Expect a small update/patch in the coming days to remedy at least some of them. However all functionality for the ship/planes is present!
maletator Jul 13, 2021 @ 3:55am 
Originally posted by Teslaman90:
Yep there are still some visual issues that need fixing. Expect a small update/patch in the coming days to remedy at least some of them. However all functionality for the ship/planes is present!
Good job, we will wait for updates. I want to ask you, can you do textures for 3D models? Almost all ships in the game need to be replaced with more realistic models, I can make a mesh in 3d max, but I cannot texture.
Teslaman90 Jul 13, 2021 @ 3:58am 
Originally posted by maletator:
Good job, we will wait for updates. I want to ask you, can you do textures for 3D models? Almost all ships in the game need to be replaced with more realistic models, I can make a mesh in 3d max, but I cannot texture.
Unfortunately no, as i said in the disclaimer the actual models and by extension their textures are not my own works.
I have some limited 3d modelling ability but I also can't do textures. My 'speciality' is programming. I've downloaded these online and then modified them to work in game.
Last edited by Teslaman90; Jul 13, 2021 @ 3:59am
maletator Jul 13, 2021 @ 4:13am 
Originally posted by Teslaman90:
Unfortunately no, as i said in the disclaimer the actual models and by extension their textures are not my own works.
I have some limited 3d modelling ability but I also can't do textures. My 'speciality' is programming. I've downloaded these online and then modified them to work in game.
Yes, I see that this is a model from another famous game. Do I need a 3d model of the location of the main bulkheads, an armored deck and an armored belt to add to the game or does it work differently in the war on the sea?
Teslaman90 Jul 13, 2021 @ 4:46am 
Originally posted by maletator:
Originally posted by Teslaman90:
Unfortunately no, as i said in the disclaimer the actual models and by extension their textures are not my own works.
I have some limited 3d modelling ability but I also can't do textures. My 'speciality' is programming. I've downloaded these online and then modified them to work in game.
Yes, I see that this is a model from another famous game. Do I need a 3d model of the location of the main bulkheads, an armored deck and an armored belt to add to the game or does it work differently in the war on the sea?
The objects that need to be separated are propellers, rudder/s, directors, gun turrets and barrels (with the turret as parent of the barrels), and AAA guns. There are some other requirements to get it to work but I’ll save them for a tutorial once I publish it. Or you can ask on discord where it’s a bit easier to explain fully.
maletator Jul 13, 2021 @ 6:06am 
Originally posted by Teslaman90:
The objects that need to be separated are propellers, rudder/s, directors, gun turrets and barrels (with the turret as parent of the barrels), and AAA guns. There are some other requirements to get it to work but I’ll save them for a tutorial once I publish it. Or you can ask on discord where it’s a bit easier to explain fully.
Yes, I understand that all rotating parts must be separated from the housing or superstructures. I meant something else, namely, the model of damage to the ship's modules. If you read how it works in the war of thunder, you can see that in addition to the 3d model of the ship's hull itself, there is also a 3d model of the location of the reservation and bulkheads, the game works with it to calculate the armor penetration and decide which compartment should be flooded or blown up. I wanted to find out if there is something similar in the war at sea or if it works somehow differently. Here is a link to the answers of the developers of war thunder, it is shown there on the example of the cruiser Brooklyn, a screen of a 3d model of division into compartments is shown.
https://warthunder.com/en/news/6575-qa-answers-from-the-developers-en
Teslaman90 Jul 13, 2021 @ 6:13am 
Originally posted by maletator:
Yes, I understand that all rotating parts must be separated from the housing or superstructures. I meant something else, namely, the model of damage to the ship's modules. If you read how it works in the war of thunder, you can see that in addition to the 3d model of the ship's hull itself, there is also a 3d model of the location of the reservation and bulkheads, the game works with it to calculate the armor penetration and decide which compartment should be flooded or blown up. I wanted to find out if there is something similar in the war at sea or if it works somehow differently. Here is a link to the answers of the developers of war thunder, it is shown there on the example of the cruiser Brooklyn, a screen of a 3d model of division into compartments is shown.
https://warthunder.com/en/news/6575-qa-answers-from-the-developers-en
Ah right. In WotS you don't need to. Provided the collision box is correct the damage will be applied correctly. It seems to have built in script for determining which compartments are being damaged based on where it hits the collider.
maletator Jul 13, 2021 @ 7:07am 
Originally posted by Teslaman90:
Ah right. In WotS you don't need to. Provided the collision box is correct the damage will be applied correctly. It seems to have built in script for determining which compartments are being damaged based on where it hits the collider.
I am not sure that this is possible and will work correctly at the same time, all ships are different, the location of the armor mechanisms and bulkheads is also individual for each ship, it is impossible to correctly calculate damage based on one common scenario for all ships of different classes.
Teslaman90 Jul 13, 2021 @ 7:13am 
Originally posted by maletator:
I am not sure that this is possible and will work correctly at the same time, all ships are different, the location of the armor mechanisms and bulkheads is also individual for each ship, it is impossible to correctly calculate damage based on one common scenario for all ships of different classes.
All i know is that the new ship I made uses 2 box colliders, I didn't do anything else, and it seems to work fine. I'm doing Akagi and Kaga over the coming days so i'll see if it works the same way. Each ships armour profile, compartments etc. are determined by the data.txt file for each ship, so far as i can tell the collider determines where the hit is, and the data.txt determines the damage/penetration
Last edited by Teslaman90; Jul 13, 2021 @ 7:14am
maletator Jul 13, 2021 @ 7:34am 
Originally posted by Teslaman90:
All i know is that the new ship I made uses 2 box colliders, I didn't do anything else, and it seems to work fine. I'm doing Akagi and Kaga over the coming days so i'll see if it works the same way. Each ships armour profile, compartments etc. are determined by the data.txt file for each ship, so far as i can tell the collider determines where the hit is, and the data.txt determines the damage/penetration
If you did not use the model of compartments and reservations specifically for Tahoe, then probably the game really has some kind of simplified model inside itself and calculates all aircraft carriers according to it. Perhaps there are several such models for different classes (aircraft carriers, cruisers, battleships, destroyers), but they do not take into account the individual characteristics of each ship.
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