#[0.33] KAR-BOTE Combined Arms
1 messages · Page 3 of 1
I love driving a UGV over hills at F1 speeds
It would be cool if a future update added the Mk.II Eyeball as an option since as a ground vehicle you can't do much for spotting
does anyone know approximately when will kar and bote get fixed?
nope
dude it's a niche mod for singleplayer / multiplayer
I'm not saying it should be unbalanced, but I also don't think everything has to be handicapped purely because it'd be too strong or smth
am gonna give the average dev answer.. it is ready when its ready
So make the ground vehicles reasonably strong aside from the 180 missiles worth of aids
Also the 152 clearly isn’t strong enough
Hopefully 152mm will have cluster munitions.
:v
We already got missile trucks coming up, and it's only 2026
And that's on a Fuchs
kars work in 3.3, with a bit of goofy stuff like being able to put too many defenses where you shouldn't be able to do so. but boats don't work at all sadly
its not that good
like yeah 180 is a lot but the range is like what 15km but sometimes it doesnt wanna work above 12
152 just like
Struggles with low elevations for me
Taking out air defenses etc is a dream, but anything near 2-3km etc is too near
anytime i try to spawn in it tells me that all hangars for this aircraft are curently in use, anybody know a fix for that?
does the bote work?
Currently being updated to fix that (mod it outdated as per [0.32] tag)
mod is not working (yet) after 0.33 release
ohh alright, thank you!
does anybody know when the new version for it releases?
next BOTE
96
130
1
Argus Class Frigate
not really suprising
i was one of the few who voted for the Cursor
i dont even know what to put on that thing to make it interesting, i guess it will be the fastest ship capable of launching a real aircraft
however rest assured all will come in due time
It kind of has unused VLS on the sides
Lowkey would make sense to have it deploy from other ships somewhat
It is meant to be a lighter annex, and it is lowkey pretty small in all areas
Argus has a pretty good "cockpit" view
Why not ALL??
,
Next BOTE should be 0.33 class Developmental Barge not Argus class Frigate.
Imagine rolling up into battle with the LFD-62 W I D E B O I 
Oh okay
wouldnt it be better to just make two mod versions one balanced one not?
nooo
Is it possible to pick up kar cars with Tarantula?
if a plane is possible to pick up
then so should be the cars
since they count as aircraft the last time ichecked
Breaks car and the laws of physics
wow
Tho it should be a thing tho
tho tho
have the mods been updated to the newest version?
no
Kar sorta works, but less stable
Overall its functional but weapon exclusions don't really work (e.g. you can take heavy subturrets on normal ones for t12 or spearhead launchers with 152mm turret)
BOTE prevents you from spawning at all
Oh, also collision feels bit more finicky for kars
Following
What would be more dangerous?
52 ALND-4?
Or 52 Tusko-B?
Or are they about the same?
Uhhh
I think tuskos nvm i can't read
Definitely the alnd
the duality of man
Round 2:
52 ALND
vs
52 PileDriverHE
ALNDs are all nuclear? Haven't seen that much warheads
day 2 of waiting for kar and bote 💔
i think i miss my botes and kars
Yeah, not often to see 52 ALNDs.
But I need to know their relative effectiveness.
i miss them so much i started flying a mig 15 aganist ifrits
So, which is more dangerous?
ALND or PileDriverHE?
ALND
52 piledrivers, can't intercept
So 52 ALND would be more dangerous than 52 Piledrivers?
Even fleet of like 5 dynamos cant
Yeah, but what if it was a player Dyno Defending?
unless there is a smart enough player using a ship
like you can intercept em with aa missiles
long before they even get close
The tank with Stratolancers:
Fair. But harder than intercepting ALNDs if those are not coming outta terrain cover
ShipBreaker and SledgeHammer?
Bote exclusive weapons
What makes them destructive?
well with kar AGM48's were much better from other missiles because there is no way in hell for someone to intercept all 180 of em
ShipBreaker is a modified Piledriver that reaches Mach 3 in atmo in a straight line. impossible to intercept by missile if used in sweet spot.
SledgeHammer is a Mach6+ missile with range way larger than any map we have.
I'm mostly interested in medium salvos of them.
Both are essentially immune, got it
That's why I'm giving a Dynamo R9 VLS count of 52 as a reference.
One in near melee, one across the map.
Da
SledgeHammer CAN be intercepted by scimitars and R9s SOMETIMES.
if you detect the long range one in time and you can turn so your aa missiles will face em head on they probably can get intercepted
The tank with VLS?
Makes life a lot easier
All player units act just like the aircraft
Danke
So you can multifire salvos
Yeah, should work the same other than reduced top speed of the missiles as they are fired from standstill.
Aight
Depends
Is it against a singular target or airbase/group target?
Group, 52 alnds, alnds are capable of being intercepted by lower end aa (unless terrain) so they are less like to completely overwhelm aa. But even a single one is a serious threat. Whilst even if a dozen piles hit af, the af still can have some stuff left but they are interceptable by R9 and rarely by RAM45.
Singular, like a ship, Piledrivers, as they usually one shot or at least heavily cripple the target so the damage potential is the same but they are much harder to defend against.
TL DR
ALND = more damage potential, easier interception
Piledriver = less raw damage, much harder to intercept
So if it'd be possible, piledriver should have higher threat id for high end spaa (r9/ram45/ships) but lower priority for lower end as they won't be able to intercept it anyway (ir/gun based aa)
lore accurate HE piledriver being the same id as 20kt
.
Sledgehammers are literally better than 20kt piledrivers. Can't be intercepted by ground based AA if used correctly. Can take out both radars on Ignus with them, Piledrivers just waste money by getting intercepted
Shipbreaker and Sledgehammer with the same rating?!? LMAO, the former is almost worthless while the latter is the best missile in the game
No "sweet spot" where they are "impossible to intercept" exists...
That's why I posted the draft here, I didn't get enough time with them to know for sure. I just went with them based on their status as mod exclusive.
During testing I've had them approach ships while they are above all interception speed limits.
Nothing tried shooting at them.
But this was pre April 1st.
So they may have changed.
Where would you put them on the balance tier list?
AD has been iffy depending on unit count when mods are in the mix, as to whether they do anything.
I'm not sure what "interception speed limits" you are referring to. R6 can intercept Axiom/Sledgehammer even when they're flying off-axis to the launch vehicle (at M5+)
Tiering missiles is gonna heavily depend on whether price:performance is being factored in
Only performance will be factored in.
This is an attempt to push more towards arena shooter mechanics, where it's a match of Quantity vs Quality on an individual engagement level.
Again, none of this is even likely to be added, it's mostly for brainstorming.
But it's a fun mental experiment which, if fun, MIGHT get added.
They aren't competing against most of these missiles for slotting though even if cost isn't a factor, they're competing against all the Dynamo's main gun options and Sledgehammers
I would take the 76mm dually over the Shipbreaker (edit) on the Dynamo always even if they were the same price
They can be added to the VLS if needed, that's why I was asking about the missiles themselves, especially in a salvo.
Right now I think a wave of 99s or AShMs has a significantly higher PK (or any effect on target) than a pair or quad of Shipbreakers
What has to be considered is when/why/if you would ever be sitting in effective range with them
Ok, but what would be better?
12 Tuskos?
Or
12 Shipbreakers?
Vs any target of your choosing?
Since we're within 30km, probably the Tuskos. SBs take too long to accel and are vulnerable outside of a particular segment of their attack profile, and only if used inside the right engagement evelope. I'd rather get the missiles in the air, immediately to occupy the enemy's PD
Damn. They're really gimped, huh.
I'll have to test them myself some more when I get the chance.
They might need a complete rework
Something like the APM in QoL, but VLS cold launched, and faster accelerating. Higher top speed, etc.
they used to have normal piledriver drag values before we realized that meant they would sail across half of ignus above mach 2 
I think it's just a function of how the AD/PD interacts with them, on paper they sound like they should be performing way better
And QoLs increases to Naval defense
currently dealing with this which is where the update is lmao
the unity project exploded
My thought was perhaps that stealth or physical armoring could help them, since my read of the niche that you guys were going for was something very deadly inside it's range
that was the intent yeah, they would go pretty fast, and be hard to intercept but only for a short range
I imagine onboard (the missile) EW/ECM is outside scope rn, so that's why better stealth is what came to mind as a sort of "simulation" of that
IDK if/in what ways naval jamming could be changing though so my layman takes might end up being pointless
the boats do currently have a short range jammer that would probably increase the pK of the missile but there are still the IR missiles on most of the boats so
¯_(ツ)_/¯
Is IR sig all-aspect right now or can you tweak it by component/aspect?
Alternatively does heat produced by a booster heat up the main projectile as much as an integral motor does?
i probably actually need to look into how missile IR sig works, but i dont think its depending on angle
booster doesnt specifically have a heat sig, but the main projectile has a motor with no effect and one thrust running during the booster stage as there is no built in delay function that wont cause issues, so it can still be tweaked per "stage"
Hope it’s okay to quickly pop in this thread to say thank you to the creators for making these mods and sharing them for free. I hope I speak for many when I say take your time with updating things. KAR still works well enough for me to blow stuff up and every day I get off of work I have this game to look forward to. Y’all rock
Hi guys, When I install both BOTE and KAR together, I cant spawn in any vehicle. All airfields and even FOBs say "All Hangers for this vehicle are full..."
any work-around for this? I want to play with both mods enabled and not individually switch between them
BOTE doesnt work
unfortunately bote just doesnt work with 0.33
or tuah
Bote is currently broken right?
im chronically depressed as a result of broken bote
im playing KAR for the first time today so .33 might have broken it but the 152mm guided shells never seem to hit their target they seem to overshoot the target
They did that in .32 aswell
Is it normal right now for the Stratolance to just launch into the stratosphere whenever you spawn in it?
it's not updated yet
Got it, thanks.
Aren't we all?
Life without BOTE is a life not worth living
Its rough.
I hope that BOTE returns with playable Argus and Cursors
how to spawn with the starolance msv
Iirc it's because guns aim to origin point of vics, and my understanding is, way they are made is their origin is underground. Or just on the road. Or somewhat thataway.
customize an msv with the launcher
i feel like there needs to be a sledgehammer equippable in the darkreach or smth, or the shipbreaker, cause its the same size as the piledriver (for the shipbreaker)
Isn’t the sledgehammer just the axiom from qol but refitted?
Cuz it’s the same desc and card model
yez

the AB-4 has held me over until now
Anyways when it updates I’m prolly gonna download it and play it with my friends
Don’t forget abt the 32 AGM-99 in the darkreach
shard class corvette 13.9 ahh payload
The 500lr like vaporizes the landing ships and convoys
No need for reload
i know, but overkill is funny
I guess
i like spawning fireworks on top of shard ships
what are the control for bote
S is forward W is back and A and D are turning
If you have a joystick then push it in the direction you wanna go
you can spawn dynamo and shard on the carriers
so i need the dock thing in mission editor
im not sure if the dock connects to the airbase properly in mission editor
👍
in an official escalation or smth you gotta wait until the carrier spawns, then spawn the small boat and drop the boat fob on a shore (i think) then you can spawn any boats
basically any missions with a carrier i think
fixed? nice
is there a way to revert my game version back to 0.32 so i can play this awsome mod again?
yes and it's pretty complicated, use Steam DB
real af
not fixed for 0.33, the guy reverted to 0.32 to play bote
https://github.com/MinecrackTyler/BoscaliOceanTrainingExercise/releases/tag/v1.3.4
0.33 Compatible, small changes, no new content, that will be coming in the next updates 
1.3.4
Ship ejection safety indicator
Other misc fixes
0.33 compat
Whooo!
BOTE my beloved...
This will be my first time using Bote-
hopefully stuff works, but due to the update and some stuff with the project some stuff may be worse, better, not consistent with base game, etc
one item of note is the scimitar is currently old stats, which means no HOJ, future updates will address these issues
Quick question, how exactly DO I bote?
like install it or?
Use it-
install mod, then spawn bote in game when you get enough money like any other aircraft
all botes can be spawned from the ship dock, or from ships larger than them (argus/cursor excluded, as that is new and does not have any bote spawns yet)
hyperion is dock only
Beg pardon, not being specific enough. Where exactly can I spawn botes?
I know you can make FOBs with LCAC, but where else?
Carriers at Docks, Destroyers at Carriers, Corvettes at Destroyers and Carriers
All ships are available at docks
On which maps are docks available?
docks can be made with the LCAC via the FOB system
Docks are dependent on the mission
there are a few on the workshop with added docks to base game missions like terminal control
Got it, was trying to use Bote on vanilla Escalation-
Is car coming at some point or is that a different creator?
Nikkorap manages that one for the most part, I dont have much to say but there is an update coming at some point
installed the new ver and now nothing can deal damage to eachother
is anyone else having the same problems
what weapons are you using?
send AppData/LocalLow/Shockfront/NuclearOption/Player.log
wacky
gimmie a sec I just hopped off the server
app data where?
C:\Users\<YourUsername>\AppData ?
nothing
You'll also want to navigate to View -> Show -> Hidden Items
oh yeah
player prev?
just player, if it exists
want me to dm it to you?
sure
my friends on the server are also having the same problem
bout to test on a solo tho
I'm guessing issues with the missiles would NOT be a BOTE issue?
So far my AShM-300s are flying under the water lol
tell me if it works in solo, i cant imagine what i could have done that would stop all damage though
not really myself able to test in MP easily though so its possible
Just tested Stratos, also trying to fly under the water but do have collision
Ok just sanity checked myself, does work in SP over here, so either another mod or MP issue
the cruise missiles from a BOTE?
?
uh
Yes!
yeah that aint supposed to happen chief
I'm gonna try unloading all mods except for BOTE rq
Could be an issue from bote, the ship launched cruise missiles are actually different from the normal ones for the booster, so if something was changed in the update it wouldn't have applied to them, I can take a look at it
Ok if someone ehre gets a chance, ping me, I will then host a lobby with just BOTE and blueprinter only, to test something
its not a mod issue
mp issue ig
😭
Okay the AShM-300s are working with only BOTE, the Stratos still love taking a dive tho 😅
thats funky, because the stratolances are the normal base game ones lol
could you launch with only BOTE and join a lobby i will put up on pala side, will be called testing?
ok
should I keep my client side mods or nah
yeah not getting that over here so not sure what is causing it to happen 😭
try without other mods first
Taking of cher-
lobby up
only these plus bote?
should be good
Solely with bote. First one up is the Kar-Bote Escalation Map
The second is the vanilla Terminal Control map
what other mods do you have loaded?
Blueprinter, I think
just that and bote?
yeah BP is needed for bote
I also noticed that the hypersonic missiles had the same color as the windings-
And.. they disappeared almost immediately after launch.
But I have no clue whether that's correllated or not, could be talkin' out my ass here.
why is everything working fine for me 😭
Looks like the missile issues are NOTT
What setup are you running?
Eureka or Urethra?
Yep
ok
wacky because it should only be shipping dx11 shader so if anything it should only not work for like me
but
all 3 included now, project was misconfigured
Am running on fumes, hopefully testing works out, but must sleep
Good night all, and may the Omnissiah bless your efforts.
ok got some fixes incoming, i overlooked a few things
would maps using KAR stuff function without it (planning on hosting a three person server with friends to dick around with the boats)
should work mostly, might throw a few errors though
just wont spawn the kar stuff pretty much
alright
if you guys wanna hold on a sec though some stuff is broken currently, in the process of building the fix
(hopefully)
I just don't wanna go through the hastle of trying to set up FOBs for ships to spawn from on escalation before the carriers show up-
alr
there is a terminal control and escalation on the workshop with docks and stuff setup as well that you could use
oh that's what I plan on using lol
cool
I was just asking since they had KAR spawns
Just naval fix?
or all of combined arms?
what does this changes?
attempts to fix some issues that i just caused
idk what those issues are but either way am about to test if the mod works
mainly multiplayer i think
cant help with that
Sir. i havent even deployed and now. DAMN this mod got me already locking in
Best mod ever
this mod.
is a master peace
Navy
i can survive witouth ground vehicles
but we got ships
i can now wipe an entire squadron as corvette
but now. medusa can actually be feared by players
ok sadly there isnt the 2 new ships
but really the update dropped like 2 days ago
Okay further testing, when NOTT is installed, the Delivery Checker feature is what's causing the missiles to faceplant and clip underwater
just did a round
looks like everything is ok with our mods
weird
is that a part of NOTT or do you mean the resupply system that is part of bote?
It's a part of NOTT, it tells if your missiles were intercepted, missed, or hit
ah
suboptimal
should just be a text thing perhaps, everything else working fine?
for reference until that gets fixed i guess, its cricket, ibis, chicane, compass, ifrit, medusa
hey when I do this the bepinex page keeps spamming error messages is this normal for this mod
I love shooting lasers from my radars
Electronically steered LIDAR is a thing
Phased-array optics is the technology of controlling the phase and amplitude of light waves transmitting, reflecting, or captured (received) by a two-dimensional surface using adjustable surface elements. An optical phased array (OPA) is the optical analog of a radio-wave phased array. By dynamically controlling the optical properties of a surfa...
phased array laser
the Hovercraft FOB tool seems to only place objects at sea level and ignores terrain height
snaps to sea level if its in the way, otherwise should snap to terrain
wait
bruh :(
Was trying to test it at maris and everything was placing under the city
🥹
does anyone know why when you spawn as a ship it says all hangars are taken even though they arent
for the ship mod
truly, PALA engineering at it's finest
maybe this and the death laser mod was a bad idea
ok so the sun decided to explode after I sank
LMAO
lcac no longer available on carriers?
Did kar get updated?
nope, but bote
Mayn what
Bote got updated, Kar didn't
I got that the first time
no just bote
Nah, but bote did
bote is all i need...
S%#lor
What do you think about a nuclear msl on the ships?)
Awful
Like peldiver
Not fun
?
It's not fun gameplay to just toss piledrivers
Okak, then the ALND-4 or smthng like them
But the peldivers are still a good option
They're good, but to me, that kind of gameplay is just not fun. It's why you don't get MSV TBM in Kar
Okay
Alright!
Tier list time!
Please rank the following ship main gun options for G2G:
- SHARD 57mm (upgraded so reload is not needed)
- ANNEX 40mm CIWS (massive range for CIWS)
- ANNEX 76mm (burst)
- ARGUS 127mm
- DYNAMO 155mm Railcannon
- DYNAMO 155mm Railcannon with halved velocity (for higher ballistic arc)
its becoming like gmod
I'll try to see what those were and give a reference list here
It just works
Most likely 127MM due to it being guided munitions, ranked at the top
then 155MM, then 76mm. 40 and 57 are meaningless unless you're close
The OTB Cargo reference sheet until the text is fixed.
rail cannon by far, the others are no match for it
sniping radar stations from afar is cool
Same for Dynamo and Hyperion
i finally managed to get the tula to drop a naval container near me but i still dont get an actual resupply?
wait 1 minute
why missiles are infinite on vehicles?
yeah there that issue
now we need a better giving order mod
and holy playing as an aircraft carrier would be just mad peak
kar when
This is the best meme ever!
Exactly! 🤣
I also very like both of them!
total glorpshit man
It work, but it's a bit unstable
BOTE is still dead?
You changed the camera positions for tanks?
Yuh
Nice
Nice
fixed the rendering and clipping issues too :D
It was hard to aim turrets when broadsiding/target was behind
Ok... but did something change about targeting?
?
It's just that in this position, the "screen" is missing, and i thought maybe an alternative was under way, but i guess this is more just a peek at what's happening
ah the MFD is still in the drivers view, i tried dragging it along but it looked awful
It always did.
I was thinking of doing some kind of fake "gunner view" on a bind tied to rewired, so that you can better see what you're shooting at
But anyway, scope creep
Yes there are multiple views
soo true
kar when
Kar causes that I believe
g
afaik bote has been updated for .33 not kar
Kar is in the shop
in for maintenance :P
You're paying
We all are
There's a problem with the R-9 on Dynamo, especially the VLS on the front, they seem to be launching into the water and lose focus
who is we bro
Us who wait
yo what is this mod bro
It's a lorem ipsum mod, and it seems like someone has used the pullrequest to upload something you probably shouldn't download
what
The text is lorem ipsum
what is that
Ask google :b
You should really check the source
leads me to literally nothing
How do you figure that? github is 2+ weeks old
just check nomm or github
Primeva has a .33 compatible version of Bote and NOMM has 2 new versions
the 1.3.5 version ?
Yes
is that with argus ?
I assume so but i have yet to test
Missiles are infinite cause update broken it right?
how does naval resupply work i waited 5 minutes right next to the container and it did nothing
am i missing something?
Second this
You can’t play as the Argus or Cursor yet afaik
I see, I thought so. Thanks tho n strato too
Confrats on your virus
seems like R9 physics got a little change with the 0.33 update? They try to trickshot now
the only mod up to date is bote right now
is it uptodate in the mod manager ? i still have the permanant hangar full message
edit : knvm i'm just stupid and the hangar spots were indeed taken
I mean, that was pretty cool
pink rocket uwu
did you put both kar and bote dll in plugins\com.nikkorap.blueprinter\addons folder?
it does that when you put the dll directly in plugins folder
"Crush kill destroy Fish"
you can spawn ships on carriers and destroyers
ah thanks
oh it's destroyers as well now ?
destroyers can spawn corvettes
lcac is bugged and only spawnable on pre-placed naval dock in editor
o. too bad then
launch through Vulkan
And also I wanted to add, that the Dynamo somewhy doesn`t have its amount of r9 also the amount of scythes lacks a half of their real load
And i think the dev could give for its smthng better than Scythes, for example smthng like the R-6 in the QoL mode, the amount should be same with R9, cuz its a little bit strange that the BDF`s navy could make smthng better than R9 on teh ships)
close enough, welcome back CL-154
@austere socket your boats like to trickshot now
i've realized
can you give them a tony hawk pro skater scorecounter
absolutely cursed
Medusas try to land on Dynos?
and I thought it was bad when a darkreach tried to land on my hyperion moving it 150km/h but I think this is somehow worse
the darkreach landed on my hyperion with 3 ifrits on the deck
they all got wiped out
sometimes sacrifices must be made
thoughts on giving dynamo and argus torpedos
honestly, i don't mind any ai aircraft trying to land on a dyno, it's fun to see them try their hardest only to inevitably eat shit and crashland
so.. does KAR somewhat work or no?
Somewhat, yea
So does BOTE, though there's plenty of bugs, as the video above shows, lol
The new argus class is op
I have made a personal mission for me and putted it in the ocean, the arguses (there were 4 of them) kicked everything with tehir NL-98 (new OP SAM msl) and 127 guided shells
Teh BOTE needs this
Shells are op
THey can`t be intercepted
The next update will have the frigatte
While they have many damage
I think the 155 mm railgun is worse than that gun
railgun isn`t guided
tuff
I have spent the past few days getting BOTE to work in 0.33. I have it like 98% done
Sorry, used the wrong image last time
the hyperions rear cruise missile launcher won't raise making it useless :(
Would also like to point out, the ssm-26x collides and explodes with the stratosphere when launched at a target at a very large distance, not tested distance but assumed to be like 30km+ maybe
update
only refuses to raise for the anti-ship missiles, tuskos are fine I guess
Sledgehammers are hypersonic, so yes they should go well beyond 30km
Yes but the point im making is that below 30 ish km, they follow a normal flight path and collide with the target, but above that they literally slam into what is probably a height border and explode
I didn't misunderstand, I said should
it's most likely a bug, much like a lot of other stuff going on with BOTE right now
lots of things are bugged at the moment with kar and bote
pretty sure kar is conflicting with bote
kar is not updated, and bote is still being updated
bote is so playable for me, waiting for KAR to play .33 update.
until that, i will keep playing .32
thanks for the mods
thanks, thought i fixed it but missed that launcher specifically, the set of them is kinda a mess lmao
my computer is fine twin
so close yet so far
Will there be an option to build a harbor without a Landingcraft?
you can place them in the editor as well. For building during a game, maybe, but thats part of the point of the landing craft.
The LCAC will be getting more spawn points in the future (as well as actually having them work at all), like maybe the medium hangars or potentially helipads or something like that
Seeker logic for Dynamo has been changed (probably) it also affects the AShM-300, how they are supposed to launch and how they are launching
it'll take some time to be fixed

@austere socket also the max speed on the Dynamo used to be 120kmh, now it's 155, isn't that a little excessive?
One kilometer per hour for every millimeter of the Dynamo's railgun, seems reasonable enough to me.
also, cant launch any aircraft, spawn vehicles from otb31, is this a conflict with other mod or something?
does bote work rn?
for some reson my FOB got bult a couple hundred meters in the air
FOB building seems to have elevation issues as of this update
Minecrack already saw the elevation problems, I'm sure it'll get fixed when we get the frigate, or maybe we'll get another hotfix first, idk
is the LCAC not posible to spawn in a carrier?
Seems like it isn't, not sure if that's intentional tbh. The LCAC was available on the destroyer before aswell, iirc
Yea you can only spawn it at a shipdock
how im spawning at shipdock if there is not a LCAC to spaw it?
Mission editor
oke
There's also missions in the workshop that have usable shipdocks
(I don't know of any, I just know they exist)
They have to be assigned to an airbase
There's a couple KAR+BOTE versions of vanilla maps on the workshop currently
am I the only one experiencing ASHMs diving straight into the water upon firing
or that my ashms appear to be infinite
is this the mod that lets your drop LADS trailers or c-RAMs with the tarantula? or just any extended drop amount for units really
That is QoL
oh, sweet! was trying to figure out which one did that, but sadly QOL isnt updated for .33 either, so ill have to wait
Bote has a lot of issues as of now
No its an issue with the rear VLS launchers i think? Can only wait till its fixed
SSM-26X missiles are broken
like they launch go up to 30000m and disappear
never to be heard of again
@hazy hedge
They work if the target is close so the missile doesnt loft as much
oh welp
Hyperion carrier is 154-155 too, I think its just so its not too too boring
so.. I'm currently struggling to download KAR properly, I've looked in the game debug console and it's full of errors regarding HUD loading of KAR. I've followed available guides, could someone help?
kar doesnt work as of 0.33
it does, partially
Why does the R-9 flyes incorectly when launched from the Dynamo
It just flies with zigzag trajectory
physics changes from the update it seems
its all still very screwy :(
My R9s are acting like they’re part of the Blue Angels and end up crashing face first into the sea
its like a 25% chance theyll launch correctly and hit the target
take ram 45's instead
Aw
not the only missile that does it. pratically almost all missiles does it when fired from ships
It works partially
pretty much every missile ends up turning downwards rn if you fire them at over 90 degrees
so the side/back launchers are just fireworks
Very expensive fireworks
Playing as a Shard in BOTE reminded me of this. No other game is really like it. Does anyone remember playing this?
I dont quite reccognize it but does anyone remember crimison skies
The water / wave hopping gameplay in that game were so satisgying
how do I collect naval resupplies?
yeah i checked that but at that range its just better to use the close range ones
Sail close enough to them
If you shoot tuskbos or ashms from carrier one of the launchers doesnt raise up so they just hit the water
(ashms)
specifically its the rearmost launcher
maybe mods conflicting? because i dont have this issue using only bote and kar as mods
kar doesnt support 1.33
this issue is bote + clientsided mods in 1.33
bote is updated?
Or still being fixed?
it works with .33 but still buggy
some missiles dont work
and etc
rip
the latest bote that works with .33
Are they infinite?
I can shoot missiles but it seems that i never run out of them
what graphic mod is that
its the really cool mod called base graphics at night time
thanks
how can i fix the bug when i launch a missile from a ship it just wiggling around and fall of to the ground?
u cant, we just have to wait for upd
Thanks alot!
it also happens with the 0.32 version so dont worry twin, its just a game issue probably
no but the long range antiship ones for example (forgor the name) fly up and just disappear after reaching 30000m asl, stratolances have like a 70% chance to spin out of control and crash into the water instead of the enemy plane and so on
realism update bdf didnt do maintenance of their missiles
OHH AND
some planes just crash on the carrier
like just either drive off the deck or just desintegrate
especially TA-30's
and medusas
That is not the same thing at all. One hand minor issues with certain vehicles, like the Destroyer shooting some ASHMs backwards. Here, the R9's do a 360 and then fall into the water. This is caused by the missile logic change that happened this update, will obviously get fixed tho
Sledgehammers also don't work at all, and there's plenty of other bugs still around
use shipbreakers
question
is argus the next planned drivable boat
yes
Yeah there was a vote who will be added first
Argus won and will be added first before other ships
i found a bug
the supply crates dropped by the call in dont work
you cant pick them up
resupply doesnt work in general, fixed in dev
the resupply ai is stupid, that is not fixed yet
yeah sometimes it dont tho
not being able to pick it up has been fixed for next release
insert that one clip of me watching an ai resupply tarantula blow up an entire player fleet with a crate
i just use the hyperion to hit stuff from 100km away on the ground
tusko b spam or 76 spam
i just witnessed a medusa spawn on me, hit a factory and die along with the factory
???
thanks tarantula
nice supply drop buddy
⬆️
@austere socket are the sledgehammers supposed to be missing their texture
bug, if you want to fix it for now launch with vulkan i think works
what it do
Vulkan is a renderer. Can help you get better FPS>
Does vulkan work better than directx for Nvidia cards?
if its not more than like 10 years old then yeah
Is that real? I need to see that
is it working yet
ill need to trim it but i can dig it up
https://github.com/MinecrackTyler/BoscaliOceanTrainingExercise/releases/tag/v1.3.6
BOTE 1.3.6
- Resupply crates work again
- Networking stuff fixed
- materials and textures work again in all cases
- misc small fixes
Known Issues:
- Turrets can be blocked at 200m or below range to target, if the target is not on the ground this is usually avoided though
- Misc other issues
- Certain missiles still wacky (R9, cruise missiles)
Bro its a carrier mot a destroyer
something was certainly resupplied all right
damn rantula terrorism
can someone help me everytime i use a ship and get a kill i go into 30bn in debt
dynamo has tbms now
oh boy
guided 127 and nl98s
guess we got argus early
somehow all player launched missiles just have different guidance from ai
nl98s seem to get enough altitude/dont turn fast enough to crash into the water at least
ram45 guides perfectly somehow
maybe i just need to make a ram9 which is an extra burn time ram45 lmao
something is still goofy with the missiles
still not sure what
just replace ram45 visual model with stratolance and give it extra burn time😂
"R9 Stratolance"
look inside
ram45
also the resupply might be bugged?
does it still not work? I just tested it 😭
goes straight to resupply: called without ever spawning a tula
ignus
mission?
terminal control pvp in bdf
called should show up when:
- the tula spawns on an annex and is waiting for the elevator
- The tara spawned, came in, then despawned at some point
- It cant find an airbase to spawn it at
hmm
mp?
actually let me try it a few times
oh
pvp
if it showed called it wont allow you to retrigger so you would need to respawn
or is it somehow affected by ai limit in the mission
yeah normal tc
That is fkin hilarious LMAO
maybe the new qol broke something then
most succesful PALA naval resupply operation
Are the sledgehammers removed ?
yeah looks like it
it wasnt working properly before so maybe itll be back in a later update
Yeah hopefully they make a return, but for now we ball
(they were kinda op)
Oh yeah entirely, but they were fun.
Hey, this mod is absolutely awesome, question though, so for example this current game I'm playing as a Dynamo mostly, what do I do with the 3 Chicane's I loaded up? And how do I utilize the "Resupply Ready" prompt on the HUD?
there is a couple keybinds in your controls menu that were added
use them to deploy the units, and to call a resupply (1 time use, the AI on it may vary and could work fine, fly away, or crash and explode you)
well i got a 4080, so ill try it out!
Ah that's sick, thank you
how do i build docks?
I CAN FINALLY LEAVE THE COPIUM REALM
so what does the revamped camera system actually mean for gameplay?
Turret gunner and shoulder view cameras
wheezing
how do i deploy the tropps in my cargo or on the landing craft
there is special keybinds you have to set and for the lcac you use the landing gear bind to open the front first
control settings, at the bottom, in the base game menu
selecting an fob as spawn does this for some reason
im assuming another mod is breaking it but i dont know which one
a minor price to pay for 155mm Railgun
The canon Spearhead with all the same equipment as the NPC ones is my favorite vehicle
The 20kw is fun because you get to panic reverse while watching doom close in, but a last second swerve can save you
how does the aps work
i know its essentially just a cannon with a really short airburst fuse but it feels very inconsistent
the ai doesnt always take the same time to target incoming stuff
What other mods do you have
It remains to work a little on the physics of ground vehicles and we will have War Thunder 2
a lot 
which is why i believe another mod is breaking it
did you put the dll inside blueprinter assets folder
I've got to go, won't be able to help sadly
its ok thank u anyway
You put the blueprinter dll into plugins, though
It remains to work a little on the physics of ground vehicles and we will have War Thunder 2
the green icons can show up if the dll is inside plugins directly
but if its in blueprinter then its probably some mod
blueprinter will grab all compatible mods that are in the bepinex/plugins folder, it doesnt really care if its in some random subfolder
could you send your modlist or player.log, and if possible steps to reproduce this issue?
Dude.
Hexhound cannot be the same 
Literally meme hound
i saw that update, but putting things outside the assets folder still resulted in the green icons without other mods installed
this one?
a lil clip of the camera system in action
Player.log located in: C:\Users\USERNAME\AppData\LocalLow\Shockfront\NuclearOption
there's no rush, take care!
does the log file have any sensitive info or is it just bepinex spaghetti
feel free to dm it
WOOOOO 0.33!!!!
nooo my agm48 spam 💔
are there any servers that run this?

hey i'm new to this mod and it looks absolutely peak, do both the boats and land vehicles work on the latest version?
ye
epic
will this actually work
i dont think so
now i need to have skill
no more spam
🥹
> no more 180 AGMs
w e h
yusss
Hi where can I install the mod?
Any difference between 127mm and 76mm?
you need bepinex
you just install the mod and blueprinter then put it in plugins folder
in nuclear option / bepinex
Ah alright okay thank you!
instal guide is here
There wasn't any between 76mm and 152mm, is why I'm asking.
just get the bote and kar from the recent ones
wasnt 76mm a guided artilery shell and 152mm just a normal fin stabilised one?
76mm is a 3 round burst fire shoot and scoot SPG, firing the same rounds as the tula
127mm is a more traditional arty with a slower firerate but bigger impact, firing the same rounds as the Argus.
152mm is kill
the firing velocity is nerfed for both btw, or you'd be able to shell anything within an 80km radius 
So ugh I already installed everything but I don't see that tanks what so ever in escalation mode
i cant find any spawn point where i can deploy the carrier
There is no Escalation mdoe for KAR-BOTE?
nvm it is all good
How do I use the naval ships?
Help why are the controls for the vehicle kinda inverted? Is there anyway to fix it
nvm fixed it again
theres a botes guide in the pins that explains where you can spawn and other neat things in the mod
is bote also 0.33-compliant now ?
ye* 
very nice 
So the landing craft base building is back in action? What the about truck-kun?
How do I use The naval ships?
Like...weapons or spawning?
Yeah how do I spawn them exactly
I can only spawn into the military vehicles
Docks - Spawn every ships
Shard - None
Dynamo & Frigate - Shard Corvette
Annex & Hyperion - Dynamos, Shard Corvette and Landing Craft
if you want docks, you need to find a mission that has docks spawned in
Or place a FOB in your landing craft and create a FOB with docks
ah okay alright thanks
no worries
How do spawn stuff around my fob/enter the building menu?
did you settle a FOB center?
It won't work without it
And to enter the building menu, check your keybinds and go to the bottom
and set any keys for deploy FOB
Then use that key
And use normal deploy keybind, it will enter the building mode
This OP still links to the 0.32 version but latest can be found by just going to the github releases.
is this a fob center?
Oh you meant KAR-
yeah
thats the FOB center
you just
drop it off
and it will deploy itself
becoming a base for ground vehicles
though
@karmic bolt For BOTE, its in landing craft
ah, so building menu appears only with lcac?
this one
sadge, ok thx!
no worries
@charred barn Hello, regarding the 127mm self-propelled gun model of the tank, I have some suggestions. Could it be changed to a magazine-type design? It takes 8 seconds to complete the loading process each time when firing three 127mm shells.
During the testing of the new version, the 127mm self-propelled artillery proved to be a huge surprise for me. It's so cool!
It would be quite goofy to add a crew fatigue mechanic for non-autoloader vehicles, where the more you shoot in a rapid succession, the slower your reload is.
the firerate is intentional, the 127mm is the more powerful but slower firing, and the AFV8 76mm is the faster firing 3 round magazine spg, tho the timings are not set in stone
Quick question, Under the BOTE keybinds, What is 'Open control UI'
bullying the pala fleet carrier with a dynamo
(he cant do anything other than tickle me with his ciws)
Anytime soon?
yes soon
Cuz i REALLY wanna try cursor
Yayyy
Btw this mod is just an amazing way to show that saying “ground and naval is boring” is just an excuse
ground is boring
And there is no reason to add this to vanilla now
naval good
Both good
Naval is 100% of the time fun
Ground is like 60% of the time
And air is, of course 100% of the time
120
True true
Yeah exactly
Its like a bowl all the time
I think i know why its called dustBOWL now
127 faster and have more TNT
You know what i hope for
Aircraft hooks work on ground units
And aircrafts get manual ramps and the ability to carry vehicles
Not just get them outside but also inside
not possible
unless mitch blesses us

