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I can use the IJN Troop Ship in the game playing as the USA but the Flag is still the IJN flag.
I am still in the process of trying to figure out a work around to remove the IJN flag.
Until then, I'll just have to approximate the functions, so a USN troop ship will probably use the existing USN models.
The default game doesn't have a USN TroopShip, correct?
Thanks,
Just a question does it increase the number of planes per squadron by any chance?
All added planes are currently 1-plane spotters. Won't be adding dedicated bomber functions to catapult planes until there is a way to disable their invasion trigger.
Jellicoe
Fisher
Beatty (ok maybe not that one)
Also going to be trying to add more guard fleets that should make the AI fight back much harder. Currently investigating if deep submarine patrols are fun to fight against.
I've been tweaking it a bit for myself. Your current Hood class had a bug when going into general quarters/red alert where it would drop the speed to 0. Not sure why but reworking the loadout of the ship to be more standard seemed to fix it. Also some of the ranges on ships are a bit out of whack, The Australia for example.
The Hood's stats are mostly copy-pasted from the kongo, so I'll check to replicate the bug.
What ship ranges seem out of whack? The ranges should be a mix of default values and researched values, but they might be mistyped.
I'll post my tweaked version when I'm done in case that helps. For some odd reason I decided to spend my Saturday adding 4 aircraft and another battleship for the UK. And additional historical ship names for a few classes.
It is multiple by 78.1, based on stat cards. This multiplier might have been a simple x100 earlier, I am confused.
Yes there is a way to import and make models for importing in to the unity code. The readme.txt comes with instructions on how to do it. I haven't been doing any model changing because I can't make a rectangle in blender. If you make any ship models in blender I would be happy to add them.
The models need to have their components organized in specific ways to operate properly in-game. The grouping of weapons into the game's index values determine how I can assign a guns in the mod files.
Copy paste of the text in the readme.txt:
Ship models
The model should have a child object named “Colliders”, with colliders attached - else, it cannot be hit by projectiles.
All child objects named “Smokestack” will emit smoke in their up axis.
Any child object named “Aircraft” will spawn an aircraft model, if any are aboard.
Carriers, and other ships with some sort of flight deck, should have a child object named “AircraftSpawn”, where an aircraft will begin its takeoff, a child named “TakeOffPoint”, where the aircraft will finish taking off (i.e. at the end of the runway), and a child named “LandingPoint”, where returning aircraft will touch down.
Any aircraft catapults should be named “Slingshot”. These will rotate in their up axis. They should also each have child objects of their own named “AircraftSpawn” and “TakeOffPoint”.
In the likely event the ship has weapons, the ship should have a child object named “Weapons”. Each child of the Weapons object represents a weapon - note that the order of these child objects should match the index numbers in ShipWeaponDefinitions.csv.
Under each of these weapon objects should be one or more weapon models. One child of a weapon model named “Pivot” will rotate in its up axis, and another child named “Tilt” will rotate in its right axis. Any object named “Barrel” will move back in its forward axis as a shot is fired, and any object named “Muzzle” will create a particle effect in its forward axis.
Anti-air weapon models should be set up the same way, under a child of the Weapons object named "AA".
Aircraft models
Colliders should be added to the aircraft model, for physics interactions when tumbling off sinking carriers.
A child object named “Wheels” will be hidden upon takeoff.
All child objects named “Propeller” will rotate around their forward axis when in flight.
All child objects named “Projectile” will be visible until the aircraft drops its payload.
All child objects named “Rocket” will emit a trail of smoke and flame.