War on the Sea

War on the Sea

 Chủ đề này đã được ghim, thế nên nó có thể quan trọng
63rdstarcorp 9 Thg01, 2022 @ 4:59pm
23
4
7
6
3
4
3
20
"The Tokyo Express" (TTE) Mod
Modification overhaul for War on the Sea,
version 6.1.1, (8/25/22) - Updated to 1.08g7h2 version.

Important announcement:
Hello Everyone, Baron has decided to retire from WotS modding, at least for the moment. So, he's given me control of TTE mod for the time being. This I hope I can keep this mods standards to the quality you expect, and I hope you enjoy whats to come

TTE trailer made by Me, "Chimaera/63rdstarcorp"
https://www.youtube.com/watch?v=OWOO-eY9weE

IMPORTANT:
- READ THE ENTIRE MOD DESCRIPTION BEFORE DOWNLOADING
- Before updating the files always disable the mods from JSGME. I strongly suggest to delete all the TTE mods inside the folder "MODS" before installing the new version to prevent any issues.
- If needed support please contact us in the mod-support section in our discord channel. Link: https://discord.gg/vc8uAVH6Sh

New:
New submod, "TTE Reduced Air attack" has been added
Every single merchant has had their cargo capacity added to their image, which should make picking and targeting merchants easier.
IJN AAA and aircraft defensive gunners have been nerfed, as they were far too powerful.
Reworked AI now applies to OM aircraft.
New parameters from the past two version of the game have been added, including: Damaging hull neighbors, Radar is now on by default, AI Aircraft now prioritize carriers merchants and battleships, fighters now fight in both vertical and horizontal planes, and more.
Additionally, AAA and Aircraft have received a complete overhaul. The US now has deadly long range, but slow firing, Bofors and Oerlikons for close range. The IJN has the type 96. Albeit, a lot of them. Aircraft stats and payloads have been significantly reworked to match historical figures, as well as balancing them with the AAA and other aircraft. Finally, the plane replenishment rate and range of AI airfields has been reduced to make pesky air attacks less common, but still punishing.
Submarine ambushes have also been changed so that they are further away.
New aircraft and ships from both the base game and modders have been added as well.

New submods:
*New Submod: ONI 209 desginations*
Base mod now uses original names for transports, but enabling this submod will give you a more "Silent Hunter" type feel to the game
https://steamcommunity.com/sharedfiles/filedetails/?id=2657366090
ONI 209, Real Name, tonnage, speed, cargo, cost

Allied ships
8-MFM, Centaur, 3222, 12.5, 1120/455/28, 5
9-MMKMFMM, McCawley, 9600, 17.5, 2160/765/54, 11
9-KKMCFCKK, Harris, 13529, 17.5, 2600/900/65, 13
15-KMFM, Arcturus, 7480, 16.5, 720/1120/72, 7
15-KMMFM, Crater, 7700, 12.5, 900/1350/90, 9
15-KMMFMK, C2, 5443, 15.5, 880/1280/88, 9
15-KKMKFKMK, C3, 7773, 16.5, 1170/1640/117, 12
16-KMKFKM, Haskell, 6873, 17, 880/1280/88, 9
27-MMFM, Arthur Middleton, 9000, 18.4, 810/1260/81, 8
53-MMF, Patapsco, 1850, 15.5, 78, 7
55-MKMF, Cimarron, 7470, 18, 140, 14

Japanese merchants
4-MFFM, Asama Maru, 16975, 21, 1800/700/45, 9
6-MFM, Kokuryu Maru, 7365, 18, 1280/520/32, 6
13-MFM, Wenchow, 3113, 14, 560/910/56, 5
23A-MKFKM, Aratama Maru, 6784, 13, 880/1200/80, 8
23A-MKFMK, Kamogawa Maru, 6438, 18, 880/1200/80, 8
30-MKCFKMK, Hakushika Maru, 8180, 15.25, 864/1683/121, 11
34-MFM, Kosei Maru, 7110, 12, 512/1144/70, 6
37-MFM, Kinzyosan Maru, 3262, 12, 448/1000/61, 5
37A-MFKM, Kamoi Maru, 5356, 14.5, 648/1232/79, 7
38-MFM, Taiei Maru, 3221, 12, 448/1000/61, 5
38A-MFM, Kurohime Maru, 4697, 12, 532/1000/61, 5
45-MKMF, Hokko Maru, 5385, 14, 576/1232/79, 7
47-MMMF, Osaka Maru ( captured ship/fake name), 3110, 12, 504/1078/68, 6
55-MMF, Kiyo Maru, 7250, 12, 130, 13
55-MKMFK, Nippon Maru, 9974, 19.5, 150, 15

*New TTE all planes submod, author Me, "Chimaera"
Allows the player to launch several squadrons almost at once, in exchange for a very long cool down time. Now you have to carefully think about which targets to prioritize, as you might only get 2-3 strikes per day. Also allows the AI to launch all it's planes at you, so be careful. They will send less individual strikes at you, but there will be more planes per strike.

* New AI rework , author "reisthebest"
https://steamcommunity.com/sharedfiles/filedetails/?id=2670257460
https://steamcommunity.com/sharedfiles/filedetails/?id=2670257205
Dive Bombers:
Now start the dive at 2.3 Km
Increased dive angle to 70-80
Torpedo Bombers:
Now drop ~1 km from the target
Medium/Heavy Bombers:
Now only drop payload from 3 km+
The player can still do skip bombing, must be done manually.
Campaign:
Starting height to all aircraft from 1 km to 2.5 km
Enemy airfields ranges increased to 1200km. The players can now be expected to be attacked by bombers in Guadalcanal from Rabaul or new Hebrides as it was IRL.

* The amazing Berserk sound mod is now coming with TTE with a simple jSGME installation method. Author "Berserk"

* Merchants real names submods created (japan and allied ships)

Other features:
Merchants catalogue images updated, author "Ezequiel"

Cells repaired at sea limited to 50% integrity added to TTE base mod.

Cells repaired at sea limited to 50% integrity and no subsytem repaired at sea added to TTE realism submod options.

Added mod descriptions "pop up" to JSGME.

Jake is now a regular scout again

New planes models added by "Nafeiji": Val with airbrakes working; Devastator with a rear gunner; Betty; Dauntless.

Bases will be captured if the attacking side get 75% or higher the total troops number in the location.

Fixed the AAA issues in the imported ships.

TTE day reshade, tweaked with new effects.

INDEX:
1 - Introduction.
2 - Main features:
- 2.1 New units.
- 2.2 Campaign experience.
- 2.3 Air Power I, the carriers.
- 2.4 Air Power II, planes stats and historical loadouts.
- 2.5 Air Power III, the airfields.
- 2.6 New sea formations.
- 2.7 Silent hunter experience.
- 2.8 Environment rework.
- 2.9 Guns, bombs and armor rework.
3 - Minor features:
- 3.1 Features already implemented in game:
4 - Important work from other modders included:
5 - Download link and instructions:
- 5.1 Main mod TTE.
- 5.2 TTE submods & Bonus submods.
6 - Recommended:
- 6.1 Mods.
- 6.2 Videos.
- 6.3 Guides.
7 - Discord channel.
8 - Conclusion:
- 8.1 Thank you.
- 8.2 Intellectual Property Statement.
- 8.3 TTE team members.

1 - Introduction:
The Tokyo Express is a modification overhaul for War on the sea, with focus in historical facts and adding new features to offer the player a more immersive and fun experience.

2 - Main features:

2.1 Campaign experience.
https://steamcommunity.com/sharedfiles/filedetails/?id=2612436048 - Map reworked with new ports. The player can now recruit ships from Australia. The ports added are: Cooktown; Cairns; Lae and Buna.
- Sea missions reworked coming from different locations ( Truk; Pearl Harbor; Australia)
- Say hello to "the Tokyo express": Many missions were designed to reach their location at night to simulate what it was the Guadalcanal campaign IRL.
- In TTE all night battles are deadly, fought in close quarters.
- The american campaign starts at 5 August, 1942 to give enough time for the players to reach Guadalcanal at day 7 if they wish. The japanese campaign starts at 7 August, 1942 with the american troops already landed at Guadalcanal fighting to mantain control at Henderson Field. Both campaigns start with Henderson Field already being a level 1 airfield so be very careful. I strongly recommend to make your invasions at night.

Economy rework.
https://steamcommunity.com/sharedfiles/filedetails/?id=2612410875 - TTE feature a complete new economy system where the focus is to encourage the player in invest in upgrading the bases and capturing more locations to improve the week earnings.
- Each player will get each week some base CP + a value per each base owned by the player + a value for each airfield/port level the player have.
- Now each campaign difficulty level will give a complete different challenge with all variables reworked. The player can always check the values in the rules tab at any moment in the campaign map. If want to lower the difficulty or raise don't forget to start a new campaign.
- Sinking ships will still give the player some CP, but very little in comparison with stock game. (note: elite difficulty will give no CP for sinking enemy ships)

*The idea behind the "economy rework" is to remove the "snowball" effect from the game. In stock game the "snowball" effect translates in the player getting all the CP for sinking enemy ships. With more CP earned more ships are purchased, with more ships in game more enemy ships are sunk and in a few weeks all major enemy ships sunk and the player is sailing in a power fleet.

TTE replenish carrier planes & refund mechanic:
- To replenish the planes in the carriers the player needs to release the carrier from command. When the dockyard period is over the player can then buy the carrier again.
- The player will get 100% the refund value only when the dockyard period is over.

2.2 New units.
https://steamcommunity.com/sharedfiles/filedetails/?id=2612469143 - TTE feature new 3D models added to the game.
- Only historical ships and planes from the time period will be used.

Ships: Ise, Fuso, Nagato, Hosho, Lexington, Bogue, Colorado, New Mexico, Tennessee, Pennsylvania, Chitose, Nisshin, Akitsu Maru, Kitakami, Zuiho, Hiyo, Ryuho Type-A and Type-C, Clemson, Clemson APD, Queen Elizabeth, Tribal, Jervis, Ryujo, Town & Crown Colony class cruisers, Omaha, S-class, St. Louis subclass & many new merchants.

Planes: A5M4, P38 lightning, A6M2-N, A20, Emily, Catalina, G3M, E14y ki43, ki45, B25, P40, P39, B24, Beaufighter, Sunderland, h6k, Mariner, J2F Duck, Beaufort, Ki49, j1n1

A big thx to KFG for is support to the modding community, Teslaman, Chimaera, Nafeij, Sael, SteelShadow, RamZn2 and all the other WOTS modders that made this possible.

Note: This is a work in progress by our modders so expect to see some strange things with the new ships. We are aware of all the issues and we are working hard to implement changes in a near future.

2.3 Air Power I, the carriers.
https://steamcommunity.com/sharedfiles/filedetails/?id=2612458204 - Many new carriers, light carriers and seaplane tenders added to the game.
- Historical planes loadouts for all the carriers with the values added to the carriers names.
- Submod added to make it possible to launch 24 planes squadrons from carriers. The maximum air size was increase from 24 in stock game to 73 planes per side in battle.
- Scouting ranges increased to 400km.

2.4 Air Power II, planes stats and historical loadouts.
https://steamcommunity.com/sharedfiles/filedetails/?id=2612477681 - Many new planes added to the game from the time period.
- Rework stats for all the planes. Historical ferry ranges, maximum speed and climb rates applied to all planes. Dive rate doubled for all planes.
- Medium/heavy bombers speed has been changed to cruising speed, and small bombers speed nerf 10% to make them balanced against fighters and to simulate the payload weight. Range is affected according to the payload weight.
- New loadouts options for all fighters and scouts. Historical squadrons size applied in TTE: Heavy bombers 6 planes; Allied fighters 4 planes; Scouts 1 the remaining 3 planes.
- Submod added to remove rockets from the game since they were not used in 1942.
- Submod added ro remove loadouts from scouts & fighters.

2.5 Air Power III, the airfields.
The airfields planes loadout were changed for most of them to their historical use IRL.
Expect to see:
- Exclusive floatplanes bases, mixed or only regular airfields.
- Japanese navy airfields and japanese army airfields.
- British planes in Australia and Milne Bay. Sunderlands in floatplanes bases when upgraded to level 2.
- 4th squadron added for each location.

Airfield changes:
BORPOP
BOUGAINVILLE [Mixed]
BUKA
CAPE GLOUCESTER [Mixed]
CAPE HOSKINS [Mixed]
FLORIDA ISLANDS [FloatPlanes]
GUADALCANAL
KAVIENG
KOLUMBANGARA [FloatPlanes]
MALAITA [Mixed]
MILNE BAY [Mixed]
NEW GEORGIA [Mixed]
NEW HEBRIDES [Mixed]
PORT MORESBY
RABAUL
RENNELL ISLAND [FloatPlanes]
RUSSELL ISLANDS [FloatPlanes]
SANTA CRUZ ISLANDS [FloatPlanes]
SANTA ISABEL [FloatPlanes]
SHORTLAND ISLANDS [FloatPlanes]
VELLA LA VELLA
CAIRNS [Mixed]
LAE
BUNA [Mixed]
COOKTOWN [Mixed]

2.6 New sea formations.
https://steamcommunity.com/sharedfiles/filedetails/?id=2551787673 Now all fleets will use the new formation system from my previous mod. Expect to see dds scouting , a better convoy system and capital ships well defended. Transport numbers reduced to prevent AI spamming troops. (version 3.0)

2.7 Silent hunter experience.
https://steamcommunity.com/sharedfiles/filedetails/?id=2404299107 Sonar reworked to make it easier to detect subs. Dive rate improved a little. Crush depth reworked. Historical test depth. Sub visibiliby reworked. The player should now be able to run on the surface in dark night conditions without being spotted. Careful if around 1500m or less from an enemy. Now you as sub captain will face the same problems they had at ww2 when attacking surface fleets. Sometimes you will find yourself in a difficult position to attack. What you will do? Launch the attack from a long distance or rush in the surface to get into a better position?

2.8 Environment rework.
https://steamcommunity.com/sharedfiles/filedetails/?id=2638722951 Several parameters tweaked to give a more dark atmosphere to the night. Slighty reduced visibillty underwater. Vastly increase the trees number and size. Reshade implementation to further improve the visuals quality for both day , night and sunset/sunrise battles,

2.9 Guns, Bombs and armor rework.
- Data from navweaps.com used to rework the: rate of fire, train rate and elevation rate for all guns to historical values. Dual purpose function applied to guns with this capability IRL. All ships main battery horizontal gun arcs reworked with much more wider angles of attack.

NOTE:
- The AA shells used by the big caliber guns on the japanese ships during in ww2 doesn't exist in game so they don't get dual purpose function.
- To prevent issues with performance mentioned by KFG the fastest reload time should be 5 seconds.
- There is conflicting data when looking to some stats in navweaps. In this situations i used an average value. As an example some guns have different reload times if used against planes or ships.

https://steamcommunity.com/sharedfiles/filedetails/?id=2612414371 - Planes loadouts fixed in the information panel with the historical bombs names, penetration and damage values.
- Now all bombs have a penetration value that is needed to defeat the ship armor. The values for penetration are based on historical data but not 100% correct and may suffer changes in the future with more research or for balancing reasons.
https://steamcommunity.com/app/1280780/discussions/0/3053988173733013755/

TTE armor rework:
- All deck armor is added to a single value.
- Bridge and turret roof armor added.
- Upstacks & funnel armor added.
- Bulkheads internal armor added.
- Barbettes maximum thickness used for the magazines side armor on BBs.
- Bulkheads thickness used for magazine side armor on cruisers.
- Armor inferior to 20mm is not relevant and is removed.
- Turtleback armor added to the belt armor without any slope values.*
*Only considered if the turtleback protect the ship vital areas from the waterline.

*Note: This a WIP with many ships being added, much information needs to be researched and applied to the game.

3 - Minor features:
https://steamcommunity.com/sharedfiles/filedetails/?id=2399165659 - Magazine explosion probality increased to 20%. Ships go BOOM!
- Historical Japanese torpedo ranges.
https://steamcommunity.com/sharedfiles/filedetails/?id=2669888804 - The mod menu screen.
- Damage parties reworked: Now bigger ships will have more repair parties. The japanese ships gets -1 repair parties in comparison with the other navies to represent the japanese crews historical inefficiency in fighting fires, flooding, repairing the ship at sea.
List: Allies DD 4; CL 5; CA 6; BB & CV 8; JPN DD 3; CL 4; CA 5; BB & CV 7
- Rockets damage reworked. The armor values affects the rockets damage performance.
- No more waiting to disengage from battle. Is your game, play the way you like.
- Cargo rebalanced for warships. Now Subs, DDs and CLs can carry supplies.
- AA rework. The AA range reworked to historical values for each type of gun present on a ship. Flak damage improved.
https://steamcommunity.com/sharedfiles/filedetails/?id=2425588185 - Historical photos added to the campaign.
- Historical troops number at Guadalcanal/Florida in the 6/7 night (japanese campaign)
- A new darker interface implemented.
- Supplies, engineering and fuel values for each week vastly increased.
- More dramatic flooding mechanics implemented.
- Mark 14 & Mark 15 american torpedo dudrate at 50%.
- Japanese bombs dudrate increased to 15% based on historical reports.
- Base detection range enable on the campaign. (50% the real size)
- Sunset reworked using real data. One air operations hour added.
- TF cruise speed increased.
- Added historical bombs harpoints for the Kate bomber.
- Sonar ranges reworked.
- Sonar strength reworked.
- Campaign difficulty reworked.
- Battle difficulty reworked.
- Campaign map zoom improved.
- Time to capture a base lowered.
- No more radar for the japanese subs.
- SD radar for the Tambor sub class. (9km range/only air search)
- Ferry ranges applied to all planes (courtesy General Douglas)
- Test depth: 91m( Tambor & Gato ) 121m Balao ; 274m Tench (courtesy General Douglas)
- Historical USA roster for this classes: Atlanta, Fletcher , Cleveland, Benson, Gleaves and Gato.
- The auto gunnery spot below was improved to 50%.
- Ships will now autoclassify their targets when they reach 50% target solution. This should improve the AI in combat.
- "Apollonir" waypoints reworked implemented to TTE.

And much more…

3.1 Features already implemented in game:
- Japanese subs names changed to Type-B (B1) and Type-B Mod.1 (B2) (* Feature implemented in game v1.08d8 )
- New system for lauching planes. Planes without a payload will not give you a cooldown. Launch as many planes you wish. No more waiting because a scout plane was launched. (* Feature implemented in game v1.08 )
- Propellers directions fixed in all ships/subs (* Feature implemented in game v1.08d8 )

4 - Important work from other modders included:
- "Sturmalex's Gridmap" mod added (th0ma5 old map filter version). All credits for this nice add on goes to the author "Sturmalex".

- Campaign Table Map mod added to TTE. All credits goes to "th0ma5" the author. Added as an option.

- Waypoints map add on included. All credits goes to "Metamorph" the author. (to be used only by modders)

- Metamorph campaign map added. All credits goes to "Metamorph" the author.

- Historical Avenger depth charge loadout is now in game. All credits goes to "Jace" the author.

- 3D models, including US battleships, IJN medium and light carriers, merchants, and more added. Authors include "Telsaman", "Chimaera", "Nafeij", and "Saell"

5 - Download link and instructions:

5.1 Main mod TTE.
READ THE ENTIRE MOD DESCRIPTION! THERE IS A REASON WE MAKE YOU SCROLL SO FAR TO FIND THE DOWNLOAD LINK
Appbox download: https://app.box.com/s/pgvuxq4fctlu53ocb2y54omhcvw3k9op
Google drive download: https://drive.google.com/drive/folders/1bVXFuD3X9DJf4Q1RNWxI_I06tMPPhCYP?usp=sharing

Instructions: https://www.youtube.com/watch?v=Ge6-v-gEU9c
Youtube video made by "Chimaera" explaining how to install TTE in your PC (windows only).

1) Download the mod content and unpack.

2) Move the content to WOTS main directory: C:\XXX\Steam\steamapps\common\War on the Sea

3) Install JSGME and create the folder “MODS”

4) Move content inside the folder “TTE MOD & SUBMODS” to the folder “MODS”

5) Open JSGME and enable TTE main mod 1st.

6) Enable any submod you wish after enabling the main mod. NOTE: You don’t need any submod enable to play TTE. Submods are to customize the player experience to their taste. Only select one submod for each letter: (A) , (B) , ….

7) Start the game and have fun :)

8) If updating TTE to a new verison you should always disable the mods from JSGME first. I strongly suggest to delete all the TTE mods inside the folder "MODS" before installing the new version to prevent any issues.

5.2 TTE submods & Bonus submods.
Instructions:

Choose only one option for each category (A, B, C, D, etc) and enable with JSGME.

List:

- (A) TTE Reduced Air attacks. *Reduces the amount of air attacks from airfields*

- (B) TTE 24 planes squadron. *Allows the player to launch 24 planes from carriers.

- (B) TTE All planes. *Allows player and AI to launch many aircraft at once, in exchange for a long reload time*

- (B) TTE realism (12 planes)

- (B) TTE realism (24 planes)

-(B) TTE realism (all planes)
*This is dedicated for the players that want to experience a more hardcore campaign.
Features: Camera can't be teleported to enemy units. American torpedos mark 13,14 and 15 dudrate at 80%. Japanese bombs dudrate at 25%. Cells integrity repaired at sea limited to 50%. Subsystem can only be repaired in ports.

- (C) Stock formations (to be used only if playing single battles) *Do not use if you are playing the campaign.

- (D) BONUS Sturmalex's Gridmap mod *New campaign map.

- (D) BONUS Th0ma5 map on table *New campaign map.

- (D) BONUS Th0ma5 map on table with paper fold marks *New campaign map.

- (D) BONUS Metamorph map mod. *New campaign map.

- (D) BONUS stock game map. *New campaign map.

- (E) No payload Fighters_ Scouts *Remove weapons loadouts from fighters & scouts.

- (F) Historical payload (No Rockets) *Remove rockets loadouts from the game.

- (G) TTE reshade *
I strongly recommend to use only in battle to avoid any visual issues with the UI in the game menu. Use the correct reshade variable for the battle: Day, Night and Sunset/Sunrise are available. If getting a message error about the screenshot path, open reshade panel, go to settings and choose a different location. Shortcut keys: "DEL" opens/close reshade panel; "END" enable/disable reshade effects; "PAGE DOWN" switch between the variables; "PAGE UP" enable performance mode.

- (H) Berserk sound mod

- (I) ONI 209 indexing system

- (K) Reworked AI 1.08g7*
Dive Bombers: Now start the dive at 2.3 Km; Increased dive angle to 70-80
Torpedo Bombers: Now drop ~1 km from the target
Medium/Heavy Bombers: Now only drop payload from 3 km+; The player can still do skip bombing, must be done manually.
Campaign: Starting height to all aircraft from 1 km to 2.5 km; Enemy airfields ranges increased to 1200km. The players can now be expected to be attacked by bombers in Guadalcanal from Rabaul or new Hebrides as it was IRL.
Know issues: The enemy dive bombers will start the battle at 1000m height,

6 - Recommended:

6.1 Mods:
"Operation Magazine" made by "Teslaman90" that adds new 3D models to the game: https://steamcommunity.com/app/1280780/discussions/3/3052861185491537708/

"Berserk's War on the Sea Sound Mod" to increase the game immersion:
https://steamcommunity.com/app/1280780/discussions/3/3109143313943707359/
*Check if the mod is updated to the game version you are using to prevent crashes.

"Expanded Arsenal" made by "Apollonir" to increase the ships roster: https://steamcommunity.com/app/1280780/discussions/3/3096760955424764149/

"Extra sea formations mod" made by "Chimaera/63rdstarcorp"
https://steamcommunity.com/app/1280780/discussions/3/3052861637930251366/

"Compatibility tool" made by "reisthebest"
https://steamcommunity.com/app/1280780/discussions/3/3156453942263564828/
*Required to make many mods operate together

6.2 Videos:
TTE trailer made by "Chimaera/63rdstarcorp"
https://www.youtube.com/watch?v=OWOO-eY9weE

Wolfpack345 campaign featuring TTE.
https://www.youtube.com/watch?v=6VMMyVbqtQQ&t=54s

Sonar tutorial by "ryu1940"
https://www.youtube.com/watch?v=Zn65K-sEiCk

Manual torpedo attack "♥♥♥♥ O'Kane Method" by " Lt Rainbow Slash"
https://www.youtube.com/watch?v=orb3d2Fp3Og

6.2 Guides:
How to add sub classes
https://steamcommunity.com/sharedfiles/filedetails/?id=2517006658

Submarine warfare
https://steamcommunity.com/sharedfiles/filedetails/?id=2408511598

7 - Discord channel.
https://discord.gg/vc8uAVH6Sh
If you need support or are interested in chatting with modders. You guys are welcome to join.

8 - Conclusion.

8.1 Thank you.
I want to thank KFG that made modding the game a possibility and all the modders and players who help me with suggestions and add ons to the modification overhaul. All of you are what made this project possible.

I can only wish you guys have an excellent and fun game experience. That was my goal from the beginning. Happy hunting, the Baron and TTE team.

8.2 Intellectual Property Statement.
All content inside this mod was done with dedication and passion for this game. If is your intention to use parts of the mod please ask permission to the author first and give him credits for the work.

8.3 TTE team members.

The old retired guy who's moved to Ultimate Admiral Dreadnoughts modding
The Baron (old KING)

The guy who think is the boss but in reality he doesn't have any authority.
Chimaera (new KING)

They think they are artists, those poor bastards.
Nafeiji
Teslaman
Sael
Chimaera
SteelShadow
RamZn2

Some say he records and edit is own farts. We only know he is the cheapest sound designer we could find on the market.
Berserk

The guy responsible for the AI pathfinding. If they are sailing in circles like drunken Irish sailors then it is fine in his opinion.
Apollonir

The Bob Ross of the digital era - makes computers draw ships like artists draw their French girls
zekew11

Says she is a code master, but really she only draws boxes and circles in powerpoint.
EmpressAnna

Supposed to test and fix stuff, but in reality they only find new ways to break stuff.
Kraznova
reisthebest
Waffelmann
Sturmi
Hiryu

Sorry for my poor English, it's not my native language.

Happy hunting, the Baron and Chimaera.
Lần sửa cuối bởi 63rdstarcorp; 2 Thg09, 2022 @ 9:15pm
< >
Đang hiển thị 1-15 trong 820 bình luận
the Baron 9 Thg01, 2022 @ 6:27pm 
2
2
2
To all players, Chimaera accepted my invitation and will be in charge now for all TTE decisions and updates. It was a pleasure and a marvellous experience my modding adventure in wots. I learned a lot and i met amazing guys which i am grateful for them to take part in this great team project.

But with all things in life, there is a beginning and an end, and it's time to pass the torch.

To Chimaera and the other staff members , i wish you guys the best luck. :steamhappy:

Happy hunting, the Baron.
Mr.Gold 10 Thg01, 2022 @ 2:49am 
Nice. Subscribed for news!
Gelfrat 10 Thg01, 2022 @ 4:09am 
Nguyên văn bởi the Baron:
To all players, Chimaera accepted my invitation and will be in charge now for all TTE decisions and updates. It was a pleasure and a marvellous experience my modding adventure in wots. I learned a lot and i met amazing guys which i am grateful for them to take part in this great team project.

But with all things in life, there is a beginning and an end, and it's time to pass the torch.

To Chimaera and the other staff members , i wish you guys the best luck. :steamhappy:

Happy hunting, the Baron.

Thanks a lot for the mod and happy hunting to you too!
Sokarq 10 Thg01, 2022 @ 5:31am 
Good Luck Baron ! Thanks for everything and hope to see You again some day :)
Davis2003 10 Thg01, 2022 @ 6:46am 
Good Luck!
So i tried a new campaign the with All Planes submod but for some reason i can't launch anything higher than 24 planes did i do something wrong?????
Kraznova 10 Thg01, 2022 @ 9:32am 
Nguyên văn bởi Prince of Württemberg:
So i tried a new campaign the with All Planes submod but for some reason i can't launch anything higher than 24 planes did i do something wrong?????

Suggest coming to the discord for help. It sounds like you might be running other submods that would conflict with all planes.
Nguyên văn bởi Kraznova:
Nguyên văn bởi Prince of Württemberg:
So i tried a new campaign the with All Planes submod but for some reason i can't launch anything higher than 24 planes did i do something wrong?????

Suggest coming to the discord for help. It sounds like you might be running other submods that would conflict with all planes.
The Unofficial War on the Sea discord?
Katie1888 11 Thg01, 2022 @ 5:35pm 
im not sure why the new merchants arent showing up. i have another mod called "operation magazine" installed that adds new ships. is there like a ship limit or sumthin?
63rdstarcorp 11 Thg01, 2022 @ 6:32pm 
Nguyên văn bởi Katie1888:
im not sure why the new merchants arent showing up. i have another mod called "operation magazine" installed that adds new ships. is there like a ship limit or sumthin?
OM is slightly outdated, and as a result doesnt have the correct files for the New Merchants. Plus, Tesla is on vacation so we can't fix it right now. In the meantime, i recommend using reisthebest Compatibility tool to fix these problems
pensy95 13 Thg01, 2022 @ 8:57am 
I noticed that the old 3D model for the Ise-class battleships (from before KFG officially added them) is still present, along with the old "ise_bb" unit folder. Meanwhile the Fusos and the Nagatos are present with their new models. Have you updated the Ises to the new standard yet?
Kraznova 13 Thg01, 2022 @ 9:01am 
Nguyên văn bởi pensy95:
I noticed that the old 3D model for the Ise-class battleships (from before KFG officially added them) is still present, along with the old "ise_bb" unit folder. Meanwhile the Fusos and the Nagatos are present with their new models. Have you updated the Ises to the new standard yet?

We are aware of the issue, and it should be fixed in the next update. No we don't have a timeline on that yet.
pensy95 13 Thg01, 2022 @ 11:20am 
Nguyên văn bởi Kraznova:
Nguyên văn bởi pensy95:
I noticed that the old 3D model for the Ise-class battleships (from before KFG officially added them) is still present, along with the old "ise_bb" unit folder. Meanwhile the Fusos and the Nagatos are present with their new models. Have you updated the Ises to the new standard yet?

We are aware of the issue, and it should be fixed in the next update. No we don't have a timeline on that yet.

Understood. Thanks for the update.
YorT 17 Thg01, 2022 @ 1:40am 
@63rdstarcorp
Can you please PM me I have some crucial information regarding some period-correct data in the Mod, Cheers
63rdstarcorp 17 Thg01, 2022 @ 7:55am 
Nguyên văn bởi YorT:
@63rdstarcorp
Can you please PM me I have some crucial information regarding some period-correct data in the Mod, Cheers
It would be much more convenient for me if these could be shared in the comments
< >
Đang hiển thị 1-15 trong 820 bình luận
Mỗi trang: 1530 50