#[0.33] KAR-BOTE Combined Arms
1 messages · Page 4 of 1
Thats what i meant
ant vs hydrogen bomb and railgun 155mm
Battlefield 6 but better
infantry would have to be super buffed
ultra buffed even
we would need goku to get playable infantry so its balanced
tbh infantry would be kinda useless
the maps are made for planes
so theyre big
uh
yeah but playable would be useless
deployable infantry to ibis
also give infantry squad to tarantula
it just makes sense
Frrrr
And make them be able to deploy
Amazing
At least we can deploy vehicles
this
Yes
Naval and ground liveries would have been sick but apparently hard
And not planned
what could you possibly need a ship livery for
you cant paint a stealth ship
for ground i guess
but for naval it shouldnt
except for the carriers
Dude you can add decals flags accents
Like i want to add a turkish flag on the hyperion deck
yeah but realistically you would nt paint a stealth vessel
with normal paint
especially shipa
ships
although like i said
carriers
should be
since idk how youre gonna make a big ahh brick stealth in any way
Oh, I see. However, the loading time for the PALA spearhead is four seconds, and it uses 130-millimeter shells. So I'm a bit confused about this. Could it be that the firepower of the spearhead is very weak? That can't be right, can it?
Does qol work with kar bote
How do I even start building with the LCAC?
why doesnt it work
oh shoot the blueprinterarrr
wait doesnt blueprinter need tobe updated
its still .17
g
it survived the update intact :D
With R9's on the Dynamos SAM A and SAM B slots the R9's will misfire (Spiral into the ocean) when engaging targets off the Dynamos 10-7 o' clock and 2-5 o'clock positions (medium altitude, 15-10 km range)
directly ahead and directly behind seem to not misfire as often
so the bugs still exist
Amazing
You, aryx, justj and noms are the beasts of modding
I still don’t know how to get into the base builder mode with LCAC
BOTE fixed yet?
Somewhat
does the R9 still do back flip
Real dumb question, but I tried moving the LCAC and I could only get it to spin in place. I was using controller. Any thought?
Yup
Ibis throttle
Aka custom axis 1
it uses the same controls as the ibis smol back props or ur manual thrust vectoring key
Ahhh! Thank you! I'll give it a try again when I get home
yeah although it is sometimes hard to control
just saying
the lcac really loves to not turn if youre on land
What are the controls to be able to do this with the LCAC?
when you go to cargo options select the fob checkbox at the top
you will be able to then deploy a fob
which is i think where you build
Ah
did they also add any new vehicles or stuff in new kar update
@charred barn Hello? Is there something about me that seems a bit impolite?
Sorry, i got a bit distracted and missed that 😅
The balance between weapons hasn't been tuned very much at all, but from my experience the spearhead 130mm has been performing decently
Ngl there should be a priority system like targeting the ordnance closest to you while having all ordnance selected
Canon by default tbh
omaneko is the only thing i thought when i saw that
Wait can a player tula sling load another playee in a kar?
Nope
i once did it but i got sent to the shadow realm of -500m
it picked them up, and sent me to the shadow realm
later attempts did not even pick it up
Not sure if it still exists but look up palan catboy on the p2082 wiki
this is literally just the boykisser
is there a bdf one
why is there a article about a goddamn watermelon
???
this wiki is peak
WHY DOES THE WATERMELON HAVE ARMOR STATS
this mod is cool asf but also the boats handle pretty badly
they are boats?
You mean to tell me that the boats handle like boats?
a boat cant pull a kobra sir
it's not that, it's that they don't like to maintain course.
Probably because of the control scheme not having been made with ships and tanks in mind
if you want sharp turns use a small inflatable boat
Ah, fair enough. That's valid.
You know, I wonder if the maker of NOAutopilot might make something for KAR and BOTE. Having a system that would let a bote maintain a heading automatically would be nice.
Usually if you slow down a bit they hold course somewhat better
But yeah not perfectly
Shard has it the worst I think. Dynamo mostly stays on the course you set
I haven't tried the carriers
I think it would be cool if you could pass the control of the vehicle to the AI without destroying it
Hey, dumb question, where can I find the boats to spawn?
oh, at the carrier. fair enough.
The new BOTE`s update is 9/10 (Peldivers and NL-98 are tuff, but the R-9 still doesnt work)
OK. And I'm sorry. These remarks were from my friend's inquiry. I hope they won't cause you any trouble. I'm sorry.
You can also place the ship docks with the mission editor, you can spawn there with every kind of ships
at this point the p2082 is just art brut
strap him onto a missile and launch him at primeva
The 130mm has "dumb" shells with a small fraction of the range of the 127mm, which are guided and easily capable of hitting moving targets from 20km+ from datalink info alone
At docks too, you can place them in editor yourself, build them with the LCAC, or download and play one of the many "KAR+BOTE" mission versions that are available
is there a way to remove an ill-placed FOB or a helipad?
waaaa i wish there were more dedicated multiplayer servers
I wish the better logistics system was thing already
That and I want to build more bases and the ability to build specific things like the 23mm AA with the MSV
quick question, do i always have to put down an airbase base when building a FoB ? or can i "upgrade" the current FoB with more spawns ?
is the AI not going to repair it?
No clue
Pala MQ-99 art?
damn they really do be firing flying bricks
you need to for it to act as an actual airbase, its a way to get around the fact that if the game cant find a solid place to spawn an aircraft it literally implodes, so you provide the solid place (allows for water bases and such)
you dont have to place it down, but then it will not be able to spawn aircraft. Defensive buildings will still work though and vehicle depots will still work as normal, just not with kar spawns
would editing what buildings belongs to an existing airbase mid-match be possible?
how do you place the buildings in the builder? its just red and idk the buttons
nvm found it out
technically
love how i can set up a ton of Hexhound SAMS to lure planes into an ambush
I turned singleplayer Escalation into WT top tier SPAA sim by strapping four RAM-45s and two IRM-S2s to a Ford F-150
is bote compatable with QoL?
yeah
How do I spawn in as a ship?
Docks - Spawn every ships
Shard - None
Dynamo - Shard Corvette
Annex & Hyperion - Dynamos, Shard Corvette and Landing Craft
Argus and LFD currently cannot spawn Shards
Ah alright thanks
Does anyone have links to some missions optimized for playing with BOTE btw?
Assuming they even exist yet
There are i think like, 3? if you just search BOTE or KAR in the workshop
im pretty sure 2 of em will show up on the first page when you enter the workshop
pvp ones
how do you launch aircraft out of the aircraft carrier?
You have to assign the keys
in settings
scroll all the way down
on control settings
thanks
no problem
which key do you recommend?
i use arrow keys
actually did the bote update fix your launcher aircraft just crashing into eachother or driving off the deck?
didnt have a chance to test carriers yet
i dont think you can restock on aircraft
and cricket spam is only good in pve in pvp its really bad lol
we are so back. can't really play nuclear option without my kar and my bote
She kar on my bote till I
what aircraft loadout do you have on your carriers?
i use vortex, medusa and compass and the medusa+compass like to crash
same goes for using helicopters on the ship i forgot the name for
last time i used it
i launched 3 helis and 2 crashed
it doesn't give me the option to spawn vortexs
huh? since when
you can spawn all helis and crickets, medusas, vortex, compass on the carrier
idk if thats all
but yeah
ahh i see what the issue was
yay, Spearhead SPG refitted to 127mm has fixed the shells self destructing in air problem! (also shell looks like Copperhead now)
Yo guys
How to spawn dock
I dont have any in mission editor spawner
Plz help
Ive asked it on 2082 discord channel but seems to be no one is coming to help me
You gotta spawn the landing craft on a carrier with the fob, then delay the fob on the water
I think landing craft spawn is a lil bigger rn tho
What is a fob?
forward operating base
i have installed bepinex and bote and both them are up to date
"i love the great agm spammer 3000 idc if its unbalanced"
does anyone know how to fix the purple names in cargo selection and fob builder
launch the game with vulkan
ok
is there a way to increase fob building budget
do you have blueprinter
so how do i actually deploy the FOB? i ahev the buttons mapped and all that and the FOB is selected but nothing happens
Fire
fob: ready turns green when its selected
newest version should have fixed that
I do not know what mod this was from again... QoL? But getting rearmed in a ship by a naval container costs money and that's both cursed and hilarious
im pretty sure vanilla 0.33 added the resupply cost message
side effect of 0.33 breaking the logic i had before to counter that, it will probably be changed in the future
either a fixed cost (naval container) or just the base cost multiplied down
also does currently at least stem the bit of just constantly resupplying a player dynamo to obliterate everything though lmao
Do yall have link to blueprinter?
check first message of thread
500 ashms
I see, thanks for the answer 👍🏻
the eyeball mk1 is wild
can i get the download link for kar-bote cuz aprrently 0.33 patch is here
Both mods are compatible with 0.33
when you open them on github you can go to releases and download the newest versions
Is it possible when commanding a ship to resupply at a dock? I feel like I read somewhere it is
tbh i wish it was possible to resupply from munitions containers on shore. Because the resupply command doesnt seem to work for me ever. Its either the tarantula never spawns or if it does, it gets stuck somewhere and dies eventually
Yeah I've been really enjoying carrier activities, but the resupply mechanic basically means I have to restart every game or buy a new one, and slowly plug my away across the map again
Maybe a temp invulnerability for the resupplying aircraft might help?
When I did finally get to pilot the carrier for the first time, I was very happy to see the ai able to spawn on it!
i'll forever miss you, 180x agm ❤️
R.I.P 180 AGM launcher🥀
True but tbh it was kinda busted
I may be stupid, but why add "pylons" to LCAC, if it won't even move because of weight?
Ok, I am stupid, it won't move even if it's fully empty. What am I doing wrong?
you need to set throttle with the thrust vector keys
pitch and throttle keys basically does nothing on lcac
thrust vector keys?
its basically the tail fan on the ibis
the same keys you use for manual ibis thrust/vtol thrust vector
im only familiar with holding "toggle flight assist control" locking thrust vectoring
can't find any thrust vector controls
those?
yeah
so then what this one does?
bruh i'm getting brian damage after dcs, ed and fartthunder controls... just can't comprehend what is happening here
thx
you can still use it
just allow event content
Arrow up and down
okay, another stupid question: is there any possibility to control camera when building FOB?
Using the type 12 railgun to hit manually aimed snipes from across the universe is so satisfying
anyone try carrier command 3 and die on loading?
Still can't go comfortably back and getting kicked out of the spectator also gettiing fob disabled
how does the new gear movement system on the ground vehicles work?
Since we're talking about FOB building, is there a way to rotate the parts?
its q and e (for me at least, probably uses the yaw input)
Damn didn't try that, was just using mouse wheel lol
Still exists, just enable event content in mission paramaters
I have brought up rocket propelled Pab 80s multiple times. Unfortunately, they're a bit too much work to be worth it right now.
But if we do add them in, we have to ask ourselves whether we want them to have missile IR signatures or be kept as IR immune bombs.
This isn't a lore question, it is a balance question.
IR signature maybe
It has a motor, so it gets a signature.
But what if the motor is discarded?
If you can give them a IR sig for during the boost phase (And give said boost phase a actually actionable time for said IR missiles to intercept) and then drop it after the booster drops that would be ideal
Isn't that essentially what the US Navy is trying to do right now? Put a rocket motor on a GBU?
But PAB-80's already get eaten like snacks if they are tossed into any sort of LAMS net
They are definitely a cool weapon idea, and we MIGHT see them on either Kar or Bote.
But I can't promise anything.
Depends on how much capacity they have really. If you like only get as many as a compass at most (for a vehicle) and as much as a bomber or three for ships that doesn't feel like it would be crazy for being untargetable by IR
Give em to the Cruser in Bote when you get around to it as a VLS option
especially if they're 80's instead of 250's so you can't as easily hit bigger stuff with them
I feel like, even irl it's trying to fill a hole that isn't there
Cheap as shit CM's is the role those weird boosted glide bombs are trying to fill
The hole might just be lower costs.
You already have the bomb. You just slap a tube with a little bit of boom behind it, and now you have cruise missiles.
Oh glide bomb that's a different story. But regular ol bombs with a motor attached would be useless imo haha
We are moving away from a society where the different industries have proper budgets and moving more towards "five people own all the wealth and everyone else must fight for sticks."
It's basically AGM
A short range low yield(Relative) yanky cruise missile, but still effectively a cruise missile
As such, reusing assets is increasingly important.
Rocket assisted GBM-500
let's go over kill. Rocket GBM-500LR. Cruise bomb with bomblets
Also I guess I'm not allowed to cuss here? Rip lol
guys
what the hell does vehicle depot mk 2 do
is it a spawnpoint for kar or something?
I would imagine it's a spawn point for ai tanks or whatever when you donate to the faction?
It's a normal depot that is also a valid spawn point for Kars
player kar?
bc it wont let me spawn there with player kar
Out of curiosity, has anyone found actual use for the Active Protection System? It really does just seem vastly inferior to the 70kW laser and sucks that it only fits on PALA IFVs. Really makes me not wanna use some of the BDF stuff because it just doesn't shoot automatically (yes, I have fire at will on, it still doesn't do anything)
i find that a lot of turrets just dont shoot at times
they also do that sometimes, yea
The APS is amazing if you can manage to use it manually against incoming munitions. I do not think there is a single interceptable munition that it cannot stop, save for maybe a Piledriver TBM.
When it does work automatically, though, it is also quite nice.
Yea I've never had it work automatically at all
I think it might have some issues with tracking, maybe it sees aircraft or other munitions in the air and prioritizes those even though it can't hit them? Not sure
Their abysmal range doesn't do it any favors
I get that it can intercept bombs (according to you) but... man
It's guaranteed to stop most things within its 200m range if it actually manages to get a shot off in time, which for me it does quite often.
I don't know what's making it derp out for you.
Then again, I haven't used it in the 0.33 update.
200 meters? It does not seem like 200 meters at all, gonna try that out in a bit
Maybe they changed something with the turret targeting, who knows.
it seems like it detonates maybe 18 meters out from you at the furthest
but maybe that's just visual
gonna try it in a bit
Its maximum effective range is either 100m or 200m, I forget which.
Perhaps. It could be a mix of visual oddities and stupidly large AoE, since it does seem to airburst.
yea no, shot the APS at 80m at an agm-48 and it did fuckall
when I prefired it and it got within like 30 or something meters I got one this time, but that is fck knows how short of a timeframe to react to
unless there's something I'm missing, beyond the possibility to intercept bombs and whatnot, I just can't like the APS
Not sure what will end up being the result, but I do have plans to allow for a more reliable and more than one resupply in singleplayer, but I have been working on fixing other stuff first to make sure stuff functions as intended [except the AI resupply I hate that guy now :(]
the APS can block missiles in very quick succession and instantly. LADS can take some time. it saved me plenty of times when an AGM 48 popped up above a hill
no clue how it's saved you tbh
the thing has virtually no range and struggles with multiple incoming projectiles as much as the lads does. At least if you're out in the open the lads has plenty of time to intercept AGMs or lynch/kingpings
must have some insane timing with the APS to intercept 4+ agms shot at you consecutively with virtually no spacing
I would love to see clips of it doing anything, I just cannot see how it performs well at all
The aps is an enigma, it's a lot more reliable in singleplayer
Oh, if it performs better in SP then that might be it
latency murders it's performance due to it's very limited range
I see, especially given you have like no time at all to even shoot it yourself. The range of it is absurdly short for how fast incoming munitions move
ive had APS do everything from intercepting every missile fired at me to not even trying to shoot
yes that would be a big part of it
there seems to be scenarios where turreted weapons will just get stuck
and you'll have to cycle through all your weapons to get them to be able to aim again
its only happened to me a couple times so i dont think its common but it can happen
APS misbehaves on anything but low latency
APS will strictly target munitions when possible
rarely it'll target aircraft
or ground vehicles
I like the APS, For me it's excellent.
Now we wait for cursor to be added
And argus
was writing up a big question asking if this no longer worked and turns out I had the old unpatched config for UW in the folder still and that's what I was editing instead of the one that was actually being used lmfao
Just started using the 0.33 update of the mod, and it seems that most stratolancers just refuse to fire at anything?
So for both ground and boats right now?
for boats they fire but they do the flip and often spiral into the ocean before correcting
Cause even normal R9 batteries they just straight up dont shoot
oh, that's weird, the regular ones that are preplaced on missions work fine
The one that i just experienced is Escalation, the Battery near Maris airport just does not fire at all, even though they all have ammo and the radar truck is right next to them
So every match everything on the Northeast side of the map just gets nuked by the Ballistic launchers with nothing even attempting to shoot them down
So i just spawned on the PALA, fired off 8 piledrivers with a darkreach to each corner of the BDF side, and the entire game just froze and crashed as the piledrivers started to come down
Cant tell if its just some issue on my end, but there is something seriously wrong
For me they work once I place down the launchers after the radar but if the radar gets destroyed and I replace it. They refuse to fire at all anymore
It would be so cool to get a tank/IFV chassis AAG-AAM combo [that's not a LCV]...
Or a tank/IFV chassis AAG-SARH combo. Literally just Aerosentry with a missile launcher on top of it.
is it normal that some vehicles are over the weight capacity with just single item selected and no fuel inside?
yes, don't worry, this is the maximum takeoff weight
You won't need to take off
for a more serious answer, yeah I see that on a lot of vehicles but it doesn't feel like it gives any sort of serious performance decrease
It only ever matters when you go uphill on a heavy vehicle (it becomes quite torturous).
yes I think the most it matters for normal vehicle operation is braking distance
also another weird thing i noticed
if you are driving the carrier and going at speeds above 90km/h then planes and helis crash while taking off. helis crash into the bridge and planes just refuse to take off and crash into the front of bridge by hard turning into it
like here. medusa refused to take off and just left the plane in that spot
speed 80 km/h this time tho
Where/how do you spawn the big boat?
Got to have a ship dock, or build it with the lcac with a fob
Otherwise, you can spawn out of the back of a carrier with a shard or a Dynamo
I dont think its necessarily MTOW because like it doesnt do anything
Ive only really flown with it on the Chicane
and that just makes it so i cant turn as fast
it is MTOW if i remember most vehicles can take off above MTOW just not well
Yeah its weird cause like ibis definitely feels ass above it
but also kidna realistic cause mtow IRL is also not like, a hard limit
i think for bigger like cargo planes it tends to be closer
cause they operate closer to the my wings will break limit
but combat aircraft iirc MTOW is more or an effective take off weight then a hard limit
usually its related to takeoff distance more than anything else
ye
is this intentional? presume not
boltstrike... shouldnt be an option for this vehicle
i wouldnt say the bots are even okay at taking off...
how do you even menage to cut off your own wing when taking off from a carrier
i get like scraching against and stopping but to commint to the bit is just stupid
i once watched a bot get his chicane obliterated
literally on fire, and only the cockpit left
and engines
thats all that was left of his chicane
HE SOMEHOW
travevelled 10km
and landed safely
the bots are truly something else
"aerodynamic optimization"
i might be very stupid but how does one spawn the ships, ive made the ship dock but i cant spawn anything
you gotta connect it to a airfield, whether that be a custom on or built in one
in the mission editor, click on the shipdock and you should see something along the lines of 'airfield'
ah ok thanks
also
if u ever place a dock on the ground
ur going to spawn underground
the asylum is leaking
PALATRASH :pala: SHOULD GO 🏃♂️ 💨 INTO THE ⬅️ DUMPSTER 🫢 BOSCALI :bdf: RULES!
primeva 2082 server got obliterated
cuz a SINGLE person pinged all of bdf
yaaa
don't even starrtttt
This happens when you accidentally use the deploy unit keybind, has nothing to do with the vehicle, though some do it harder than others
works perfectly fine
also make sure to lower your gear before you deploy vehicles
What button am i supposed to use then?
Again, you lower your gear first and then deploy the units after
in the screenshot, your ramp is up
that's why you were flung around
use whatever keybindings are easy to use
It took so long for me to figure out you needed to deploy the gear lmao
It said deploy:safe
Where is deploy:gear in bright red
=D
is kar/bote breaking my chicane nosegun a known issue? it becomes unable to fire at targets that are too close, for some reason
this thread seems to move a little fast for bug reports of that sort but I figure I ought to mention it
Where, on the Hyperion?
oh sorry I misread
I misread it as chicanes you deploy get their noses taken off, mb
yeah the gun just stops working on what should be valid targets under like a kilometer, I'm not sure of the exact range
might be closer to 500m
i like to fly with my kar friends in my chicane but it's gotten harder as of the new versions
yea I'm unsure, don't use the Chicane enough. I know there's some internal code that prevents you from shooting yourself, maybe it's overreacting
no clue, really
I do believe it's part of the known bugs in BOTE current release
#1488992920316018788 message
mentioned in that post that turrets will sometimes not fire on targets within 200m
hmm I was definitely firing on ground targets but that is almost certainly the bug causing the problem
so all is well
oh i see "if target is not on the ground" it shouldn't be a problem, i misread
if its red going up hills will be miserable
the tanks can kinda manage it anyway tho
if im trying to skyrim horse up a mountain weight is super noticeable
but other than that it mostly only feels like it affects how fast you can stop
ya
aight thx
Yeah Ai spawn on u cuz ur an airbase watch out tho on ships like dyna helis will somte struggle to land or takeoff ur going 150
So I've built a ship dock, but I can't spawn from it.
need to tie it to an airbase, lemme hop on and take some screenshots and hopefully help others in the thread as well
The airbase portion is the relevant part
if you build one in-game via the LCAC you need to make sure to build an airbase center next to the dock, otherwise it won't see it as a FOB
You can also create custom airbases in the mission editor and add those docks onto them to make the boat spawns a bit more obvious to other players
FOR SPAWNING SHIPS WITH THE FOB BUILT WITH THE OTB-31 LANDING CRAFT (LCAC)
First, if you want to do this in game, you need to buy a LCAC, either from a carrier or an already placed Ship Dock.
Next you want to go to CARGO OPTIONS, just above the FLY button, be sure to check the box to the right for FORWARD OPERATING BASE.
Go to where you want to place it (be sure to have the keybinds setup as well) MAKE SURE THE FOB IS SELECTED, will show as green when selected, blue when not.
It will bring up the BUILD MENU, you need to have the AIRBASE CENTER placed or it wont work, then place your SHIP DOCK as well.
Click FINALIZE, and there ya go, you now have access to the ships provided you can afford them
if this guide is decent enough maybe it can be pinned for future questions?
More extensive than my watered down one, this should work for the vast majority of people
pictures are worth a ton of words lol
Tbf, the guide that was present in the pins was helpful to me when I started using BOTE
theres a guide?
#1488992920316018788 message
oh this one?
Yup, that's the one I used
Some people do refuse to read sometimes, so I mean... could still be helpful
Did not even know there was a guide
generally a good rule of thumb to check pinned messages in discord for game specific stuff, can often find useful info in there
is there like multiplayer server for kar+bote mod? playing singplayer in this is kinda lonely
yeah most of the games in this servers vcs are running kar+bote
anyone know why i cant use the Bote mod without the hangers being bugged
old version?
maybe
can you increase the fob budget or sum
it would be nice
You can probably modify the dll
i have the latest version of the BOTE mod and it breaks the hangers so i cant spawn anything it just says they are in use
same
just to confirm, its bote_1.3.6?
cause the OP wasn't updated with the new link
no its 1.3.0
that is the 0.32 version yeah
this is latest
ok thanks
you already saw an answer, but yeah, known issue, I have a fix for it that should be in the next update, along some other goodies 
also updated so it will always show latest link now in the OP, thanks!
ayooo surprises??
for usss?
how generous....
hlt would be cool just so its more faction splittable
but it wouldnt be able to use some of the weapons cause those are trailers
Huh
the hlt doesnt have a built in cram or stratolance launcher
those are towed trailers
you could theoretically spawn both and use the cargo hitch to tow the trailer but that might be too long to fit in a revetment/helipad on spawn
are you talking about KAR? Because that's Nikko, not minecrack
do we even have HLTs in KAR
no we don't
can we make skins for the boats?
yeah im talking about kar
we dont have kar controllable hlts
I wish we had liveries for BOTE
it would be nice to add livery support, but the ships are large enough you would need some quite large textures, as the current ships (except the shard and maybe LCAC iirc) use a tiling texture to get around that issue.
i should make a raid mission for kar
idk how i could work bote into a raid mission but that might also be fun to try
that makes sense
Maybe another megastructure raid with a boat player defending the outside and players with ground vehicles inside
Just some extra bugs I have found, for the LCAC, you cannot drop off AFV 8 IFV, and the Linebreaker APC, IFV and SAM along with the IRM S2 turrets not being AI controlled (Correction the IRM S2 turrets just straight up dont fire at all, you expend the ammo but nothing happens)
IRM-S2 turrets on all craft or just the lcac?
vehicles not being spawned has been fixed for next release
Just the LCAC for now though im testing the others
ill take a look at the lcac turret, might redo it anyways, its pretty scuffed lmao
Yeah the AShMs on the LCAC also just drop into the dirt after you fire them
yeah i know about that one, my fault lmao
lcac will probably get a weapon redo like the rest of the botes have at some point (next update??), so might just leave it for now, thanks for the info either way though
to be fair, i dont think a landing craft sould have cruise missiles lol
im just sayin, it could be replaced with another AA turret tbh, or more ATGMs
I like the enthusiasm, but I doubt that small thing'd fit another turret, lol
Also to be real i think the Hyperion just has way too many cruise missiles it can fire at once, it needs like half of the current amount and then you could make the Argus the cruise missile boat instead
i kinda agree, or atleast lower the magazine size
because AGM-99 spam is too real lol
the carriers are intended to have a decent amount of strike capability just because its not the most entertaining thing to drive around and launch aircraft that will 99% never come back (and also it costs so much more than a darkreach it should have a decent CM load lmao)
balance can always be changed though
Me watching my medusas run into the CIWS for the 38375th time
"Yay, I'm so glad you can take off from my deck!"
(the ai are resisting)
I'm sure they are
I had already developed a strat on which slot to spawn medusas in, iirc it was the 2nd spawn where they actually decide to take off normally
one of the deck spots right?
makes sense, the elevator is a 90 degree turn and they are a little special on the bote hyperion for some reason
At higher speed even the deck ones can freak out, but that's to be expected
yeah
also, chicanes randomly spawning at the front of the hyperion always make me have to slow down, because it will with 100 % chance, decide to ram into the bridge
but I think that's already known and probably not an easy fix if at all
i might set the player hyperion to be able to spawn helos on the back deck spawns if it cant already and then up the priority so they spawn back there usually, if that is possible
hopefully, that'd be nice
And if you're full speed, when unfolding their rotor, one of the blades just seems to snap for some reason
Same with the Dynamo
i think there is a reason the ships are slower usually lmao
Iirc, even IRL carriers have to slow down when launching aircraft
Instead of going flank speed
might be able to smooth out the last jitter at high speeds, but it wont help the delay if you are a client and there are aircraft on there, since the AI/players simulate their position based off of the delayed position coming over the network
only real "stable" config is host carrier + ai aircraft
makes sense
Also, will the frigate just be a cheaper destroyer in BOTE?
Because with how ships are balanced rn, it's kinda like "bigger ship, more missile"
Seems like roles aren't really a concern, which I'm fine with tbh
it does lose some of the strike capability of the dynamo in favor of more SAM's
MORE SAMS?
At least a better main gun
Give us a 16 in naval cannon 😩
let me check the counts
156 NL-98s on the destroyer is crazy already
hmm
Also, I fcking HATE that I'm forced to take the stupid IRMs/MMRs, was that also a thing last update and I'm just blocking it out of my memory?
On the destroyer*
Well they have their use against AGMs or cruise missiles
Pretty please, I hate having auto turret on and having the little shts spamming 15 IR missiles at 2 AGM-48s
i wish i could stop them from doing that lmao
It's so atrocious lmao
At least I have my pinky trigger on my HOTAS so I can stop them instantly but man
I'd rather just have CIWS that shoot incoming ordinance
what is the new update?
ok just added 40mm and 57mm options there as well
@austere socket how hard would it be to have bigger main guns? Would you have to make a new model for the weapon and such?
Thank you
Nice
most of the gun stuff i do is kitbashing, so it really depends
would be nice to have Eyeballs somewhere on it maybe that or idk maybe laser rockets?
I also tested this, can attest you can't spawn those vics
hence the:
The 127 turret?
Bigger gun less fire rate?
a big enough shell is just a pab80 at some point lmao
optimal
make it shoot PAB-80s actually
could always add bigger guns but might look silly on most craft
I just want a modern Iowa class at the end of the day 😂
I mean, there's a good balance of "This will just get intercepted by SAMs" and "this is funny to use"
dyno could probably handle it
or maybe AT-145?
replace fore/aft VLS with triple turret 155mm railgun
behold the all big gun battleship
real
add the QoL prox fuze
100mm CIWS
🤢
NO
But... triple prox fuze!
BAD AND EVIL
FUN and INTERACTIVE gameplay
Argus I think might be the only ship to handle a big gun at this point, until shock front adds new ships
yeah ok looking at it the frigate weapons were balanced off of the first version of the argus it seems, so it only has 80 nl-98 currently
probably gonna crank that up, might just double every count lmao
Ever heard of a game called Naval ops warship gunner?
nope
How come? The destroyer is arguably heftier, no? Or do you mean "the only other ship"
320... NL-98s?
Old PS2 game where you can literally design your own warship and put however many guns you can put on it
sure however many of the smaller missiles it can carry in those cells might be a little silly but they also cost money 
huh odd
Only other
May god have mercy on my enemies, because my DL ARH missiles will not
my only wish is that QOL gets compat with this mod and i can stick R6 longswords on the dynamo/argus
i wish to Defend The Air
Fun as heck, if you can emulate it
fun fact while the argus dumps out NL-98 at a rate of 1 per every 3 seconds IIRC the actual fire rate max is the same as the scythe(?), which is 5 per second
had to slow that down for the BOTE version to regain any semblance of balance lmao
this, KAR, and the MC-260 all need QOL compats fr
Totally fair, the NL-98 (and the R6 from QoL) are nuts
someone should become the compat lord
Also, when you add the R6 eventually, please make it have the least capacity, those things would be horribly strong in the hands of players
probably can be lobbed over hills like the NL-98 if I had to take a guess
would be up to qol man how that would turn out probably lmao
unless i just do what i did with the axiom and steal a copy of it for bote, but not sure i want to unleash that as part of the base mod 😭
NL-98s are fine until you have to kill 30 piledrivers
My kill rate from last update with R9's pales in comparison to my kill rate with NL-98s
John Piledriver
john piledriver is an exception to the statistics and should be ruled out as an outlier
for killing lots of piledrivers the best options are either scythes (expensive, but safer) or the IR missiles (cheap, but risky) since they can volley out so many missiles quickly
R9 can compete, but slower fire rate
I'm gonna be honest, I'll prolly never use R9s again
honestly add r6 to dynamo hyperion and argus frfr and add sledgehammers back
(source: nothing)
especially since they have the same capacity as the NL-98s
the higher delta v or whatever on R9s is not enough for me to consider using them
r9 does have a higher fire rate but yeah
You can kinda lob them at any ASHM preemptively
i take R9s because no other missile has enough energy to actually reach piledrivers if i'm parked right next to an airbase
so idk, regardless, I think if I wanted to just push and defend my own ship, scythes, if I wanted to put pressure on the map, NL-98s
nl98s work perfectly fine for when i do it
The NL-98s worked fine for me, unless you have some crazy fckas* mission with 20+ piledrivers
Escalation usually spreads them out enough to not matter
is kar and bote 2082 technically?
the one TC match i did where all of the piledrivers focused on cliffline 😭
luckily:
i mean its in the dc so i think so
tyler can u confrim?
lol fair
i just make botes :(
reeeaaallll
we love botes
Do we already know how much the Argus will cost btw, or do we have to wait for the update?
i want a gunboat in this game so bad
currently in between shard and dynamo, closer to dynamo end though, 550m currently
that is the first number we came up with though, balancing still is out on the argus
its more so anti air right?
yea
it has greater cruise missile capacity compared to the base argus, but yeah
hope it has a pretty big capacitor for the lasers
(after i double all of the vls counts)
I'm gonna use the Argus so much, simply because I prefer how it looks to the blocky destroyer
First time I've ever seen greebly
reeaallll
just went and looked at it better and i love it
i only like the shard cause vague reminder of my beloved
the visby class...
for reference
omg lmao
Yeah that really just is the shard but smaller
ye and real
How many ASHM-300's do you need to volley to take out an argus? I dunped 32 from the dynamo and still failed to take it out, though it dis look like they lost tracking right at the end
if they lost tracking that could be for any number of reasons (undiscovered bug??), but a vanilla argus is pretty capable, they could have gotten all intercepted depending on its ammo and distance
@charred barn Have you thought about having playing spawn in an empty carbo bay in aircraft so they can be dropped?
Network latency makes it a bit difficult
networking :(
how do you control ships?
would it be possible for them to hit a "Mount" key that will attach them to the rigidbody to get rid of the networking issue?
then once they land they hit the key again and are released from the object
would probably look wacky for other clients but something like that might work
if you mean from the bote mod, throttle/pitch for forward/back (throttle is forward only), and yaw/roll for turning
Something i have noticed with the boats, its a random 50/50 chance per mission that whenever you spawn the throttle is stuck to max and you have to use your plane thrust controls to throttle down to zero again
Or even possibly it might be that after spawning in an LCAC and then spawning into different ship afterwords that it breaks it
i noticed this as well earlier
you have to immediately zero your throttle so you dont slam into the dock
Is KAR and BOTE working for the new N.O update? Whenever I play with both mods enabled it won't let me spawn any plane or boat or car in because apparently 'all hangars are in use'

Make sure to get newest update, that a problem with having the previous version of the mods
ah, okay. thanks
the pain of setting up defences for 30 minutes manually with trucks and the boat only for 5 nukes to get dropped on my face becase stratolances refused to fire for no reason (they had ammo and radar next to them and were set up...)
If you set them up with the LCAC that's why. Currently, LCAC placed radar and launchers apparently break every other player placed SAM for the rest of the game
so... dont place radars?
No, don't place anything. Fire control, radar, launcher. Only place those using QoL until the next patch, supposedly minecracktyler found the fix for it
may god have mercy on my crew
how do i make a fob using the LCAC?
i select it and kinda cant do anything. space or the dedicated deploy button doesnt work...
nvm
Well that doesn't even work for me. I drop a HLT radar truck and some R9 launchers with the tarantula and they never fire
For dropping bolt strikes with the lcac seems to work though
That's odd, they've had a 100 % success rate for me so far
maybe using the LCAC to deploy units in general just bricks it, idk
I think part of the problem might specifically be the boltstrike mount thing for the LCAC
not sure why as it should be setup correctly to remove itself without the patch I added, but it all does work now so whatever i guess lmao
I read somebody say you need to lower the landing gear, which actually lowers the front plate on the LCAC, and then it should be able to create. I don't know tho, never tried it myself so grain of salt it
the gear toggle is supposed to block the deployment of anything, but that never seems to work
problem with the logic that would set your throttle if you spawn in air somehow, like from an aircraft placed in editor, I'll patch it out for the ships, thanks
Record Scratch
Yeah it's me. You're probably wondering how I got in this situation
so how do I spawn as a annex carrier?
I can't find any spawn points that are a ship dock and I am confused
annex carrier does not exist in the current release of the mod as a playable ship
you need to have a ship dock somewhere
Did you place it in editor? It needs to be added to an airbase manually
oh got it got it. Thats why I was confused then
@austere socket think we can pin this and just refer people to it? 😂
At least that's the in-game side of things, as for in editor. That's just base game knowledge stuff
yeah
Sweet thanks! @charred barn
np 🍻
Edited it to have a title as well for ease
Its nice to Be able to build whole FOB with defence from the LCAC, wish we could from a ground unit, need an MCV XD
Well if we were able to control convoys then it could be possible
But that sounds like a nightmare to code
oh i can imagine
only way we can defend out ground fob, is deploying Sam Drones and ammo box and hope for the best XD
Now if we had logistics trains ooooh boy
At this point I just get a LCAC with a fob and build as fast as possible close to water. Then build up from there
well yea
Near I think it's agrapol I shut down the entire bay with 4 boltstrikes and crams and of course a munitions depot
Not a single cruise missile got past 😄
yesterday buddy of mine setup a fob in the mountains to rain arty shells on the airbase, and the Sam drones were struggling to keep darkreachs and chicane at bay xD
i uh... went to the store with lowest speed set on the ship
came back to a horde of helicopters shooting missiles at me
and found out in the meantime i lost all my engines and 3 out of 4 anti air turrets
not easily
(not as part of the mod)
no
also
wild
breaking news: i exist
yes
waht does this mean
you would need to use Runtime Unity Editor or Unity Explorer, find the value, and change it
would not persist between restarts
where can i find the value son
forgot, it is actually hardcoded in the dll, so if you have DNSpy you can try changing it, under class FOBManager, function FOBBuilder
i have no idea what that means
well I can't particularly help you
yes
alr ig
im going to summon you later
tyler
WHAT is this
😭
i found FOBManager
there is no FOBBuilder
ok i found builder
are they stupid
there is just more and more...
what even is happening
they dont have a set target so they just try to get into the same spot all of them which... yea
nto
bro
knew that would happen at some point
??
is this uh... normal? i dont think thats normal...
he decided he is now a tank
it happened again ugh
???
sorry for phone recording i forgot to download a recording tool
close enough welcome back halo 3
how does this module work?
standing next to the destroyed building doesnt seem to do much
For the record I just use steam clips. All you need to do is bind one function key to either clip a certain amount of the past time or start a recording
It's more for repairing vehicles
repair as in get rid of damage or repair as in get dead ones back to life
I think it's trying to insinuate get rid of damage
I'll ask Nikko when I hop in VC I don't know
its a jackknife in a box
Ahhhh
so i just stand next to destroyed building and at some point it will get fixed?
in theory ye
okay i see the tapes around it spawned
tho the range isnt 50 meters like it says but more like 15 meters
Wonder if the M12 repair progress bar works with this?
it does
Noice
like nikko said
this\
requisition it ig
200 % successful sortie bonus, use a darkreach, spam pab250LRs against a buckload of targets, boom carrier.
Alternatively, you can set up an egregious AA field with QoL by putting 10+ R9 launchers down with a couple of radars and fire controls and you'll passively make money from interceptions
how do you get the money if youre not intercepting it
R9s Stratolance launchers? I've made billions with that lmao
Again, you need QoL for that
otherwise, I guess AFV6 AA spam kinda works
how do you put them downb
with what craft
Tarantula
barely take off, drive along wherever you wanna put them down next to the runway, deploy, eject, rinse and repeat until you have an abomination at an airfield
is there a dedicated public server for kar+bote?
no dedicated servers afaik, no
aw...
people do tend to host daily from what I've seen
seen 2 vc's past couple of days that were hosting bote kar I think
along some other mods
grab few anti air units and deploy them in a place that has lots of missiles coming in
or get a vehicle like a tank and just shoot ground units, you get more cash from what i noticed than when using a plane
a prob cuz of the 300% kill reward
Shit I wish I could get QOL radar+ R9s working they never want to fire for some reason. Idk if there is a mod conflict somewhere
i said the same few hours ago and was told its a bug
works fine for me in singleplayer
gonna test out mp just to make sure
is there a carrier tutorial ive loaded up a custom workshop mission but idk if the planes launch by themselfs or i have to manually do that
first time i was doing this one slipped by and killed me
this time tho... all intercepted
that was one of the more stressful 5 minutes in this game ive had
(around 15 total)
the argus has like 3/4 CIWS and plenty of missile interceptors
Tbh using ASHMs on ships is a waste, using them on ground targets and bases is much more useful
What would you say is the ideal anti ship munition then lol
simitar
or however its called
one hit to kill corvette
two or three for destroyer
and for carrier... idk how many but quite a lot but still
another great tool to kill them is AGM 68 from around 5 kilometers or less away
agm68s are good for stuff smaller than carriers
Tuskos are pretty nice if you're either going very fast or just have many of them like the darkreach
But kinda weird on a boat
For player piloted dynamo honestly best anti ship weapon is the 127mm cannon
pretty reliably kills everything other than carriers, and it cripples those
yes they can shoot down the shells, but you have more shells than a typical battlegroup has missiles and CIWS ammo
For frigates? Just sea skim and lob bombs at it from really close. Or alternatively spam a buckload of something like AGM-68s, also works
If you're in a ship, again, just ignore them and keep the sky clear for your own players/ai and let them deal with the ships
Unless the entire mission literally revolves around sinking ships, then the AGM-99 is prolly better cuz you get more to deplete the enemy fleets missiles. None will reach, but they'll waste way more SAMs
No! Charge them! Belive in the 127mm that belives in you.
(about 20-25km range works well)
so based.........
sometime it just refuses to work
Ive deployed them twice, it worked the first time but not the second a few days later
Out of curiosity, did you use the LCAC at all then? And where were you deploying them?
I feel like there's some weird spots on the maps where they outright refuse to work, not sure why
That's the thing, I only play single, and it never works
What mods do you have?
I wanna see if we have the same or if we have differing mods
Kar/bote, QOL, M12 repair progress bar, bepin/blueprinter, the cockpit extensions one, and I'm sure another. I'm not home ATM but in 30ish min I can check
And I usually check here to see if they're up to date before installing through NOMM
I don't have the progress bar mod but I doubt that does anything to radars, and cockpit extensions? Is that NOTT?
Made me join isis 7/10
I don't think so? Lemme check the threads for the exact one
This one
Yea I dunno if that'd be causing it, I'd give it a shot, maybe?
Because otherwise we don't really differ in mods much
And it works for both me in singleplayer, multiplayer, and even for my friend if he puts down R9s
maybe it does? Since it adds RWR functionality But yeah idk, tbh
yea that's what I'm thinking
LCAC? and yes I was deploying them
nah I had that the first time and it worked, I think it might be KAR or something
LCAC. the landing craft from the base game (that you can use in BOTE) to deploy FOBs or vehicles
it's bugged if you do it with that
Also, I have KAR, it can't be that
Though it could be a very rare occurance bug with the QoL and KAR, unsure
Yeah speaking of that, R9 combo doesn't even launch when placed by LCAC
A lot of vehicles seem to be bugged with the LCAC right now, bunch of em can't be deployed, minecrack's already aware
Guess I'll have to work backward and test with only KAR/BOTE installed, then see what the culprit is
Yeah, HLT munitions gets stuck 😂
Whereas MSV munitions shows a smaller version of itself and spawns forward of it
If I remember correctly
some vehicles can't even be deployed at all
I think the Linebreaker line for example is completely broken
i only have KAR and BOTE and this happens
its issue inside the mod itself
also if you place a radar using LCAC they just... dont work...
units just dont use it which make for example stratolances, not fire at all
Isn't that what I told you today?
We were talking about a seperate issue before
The issue bluejay is talking about, is R9's placed using the QoL mod
yup
oh my bad
all good, no worries
i missunderstood the convo
yea happens :p
wait has bote updated yet?
yeah and the problem is now happening with LCAC placed units, so im gonna do some testing now since im home. Also this is my modlist
To 0.33? Yes. The frigate hasn't been added yet though
alr
Well the LCAC is expected to not work
QoL placed R9s, Radars, Fire control should work
well im just talking about R9 stuff, boltstrikes work great for me
keyword should, but yea, gonna test now
starting with KAR/BOTE
is there a possibility to make custom Naval assets?
Unsure, maybe once blueprinter and documentation with it comes around, maybe?
it would be awesome because i got some ideas with Naval vessel Models
i think i can make a quick custokm mission to test out the placed stuff real quick
and will model them
#1488992920316018788 message
pray tell
futuristic battleship with 12x 155mm Railguns surely will find a place in this game 👁️
i mean i was asking for a proper battleship, like a modern Iowa class
just purely offensive ofc
im on board
its a SWATH ship and each of the 12 is its own turret
um... i was fighting when suddenly the hangar fixed itself and now im stuck
time to blow up the hangar or eject
after doing some testing, QOL is def conflicting with BOTE
Tarantula placed HLT radar and R9 launchers just do not fire
and of course the same with LCAC
but removing KAR/BOTE fixed the issue, Tarantula placed R9s do fire
Odd, works fine for me whilst using Bote and QoL
ill do further testing, might be NOX then
i was trying the mod seperately, now ill do them together
and see if it still works
I use: Kar, Bote, F16, Chimera, QoL
And some other random mods that shouldn't have any effect
my only complaint is that Stratolances love to do nosedives straight into the water when i play as a Ship lel
and for me
okay, the type of radar should not matter right? whether its MSV or HLT?
LCAC deployed is completely broken until next patch. Only Tarantula deployed R9s work, again
because you can't deploy MSV from tarantulas
relevant #1488992920316018788 message
yep i seen that comment
as of now
placed the radar and launcher via Tara and no go
if you at any point placed anything with the LCAC it breaks all player placed radars for the rest of the mission
that's the issue
thankfully the man himself is here
I do not know nearly enough about this to provide anything of substance lol
that issue has been plaguing the mod since 0.33, but we actually found the issue today so will be fixed in the next update!
question, if i want to load into a naval vessel, do I need a specific mission that has the spawn points out at sea?
either that, carriers (which can act as spawn points), or medium hangars can spawn LCAC in the latest update iirc, or that might be in the dev build, but if they can results may vary as they spawn about 200m behind them due to other reasons
thanks
can you send AppData/LocalLow/Shockfront/NuclearOption/Player.log
sure