#[0.33] KAR-BOTE Combined Arms
1 messages · Page 5 of 1
i think thats due to versioning between qol and mod registry
so might be an \issue as well
mod registry doesnt support like 1.7.0.0b1, only 1.7.0.0 iirc, some versions are changed on the registry because of that
gotcha
I always just check the versions tab when updating mods
it does seem to be the same issue, or at least ends in the same error that I know of, so not sure exactly whats causing it here, but it will be fixed in the next BOTE version. I think one cause of the issue might be the mounted radar on the LCAC as one of the options, so you might be able to avoid it by never selecting it so it never spawns in the preview aircraft in the aircraft selection screen anyways, but not 100% sure
possibly, wonder if it'll work if i uninstall BOTE but just leave KAR, for the Tara placed R9s
worth a shot, there is a good chance it might
testing now
hmm, yep looks like its gonna be BOTE doing it
that kinda blows for now
how could my favorite mod do this...
at least boltstrikes work
well, seems to work normally for me, at least
I meaaaaaan
it works for my friend too so idk, lol
though there is outliers, like that fcking island above feldspar
R9s never work for us there
might be a long shot, but since NO is such a light enough game to install, i can try a full reinstall of stuff to see if it fixes it
heh the nuclear option of bug fixing, 'let's reinstall the game'
irony!
The T12 is the main battle tank of the BDF. Let me break it down for you
@austere socket yep just like you said, cant even look at it on the spawn preview screen lol, it just borks the whole thing
happens even after a full resintall
You were not in the way of the hangar.
The hangar is in the way of YOU.
Load HE shells and blow it back to deconstruction.
Are the LCACs usable yet?
Usable? Sorta, you can build a FOB, but a lot of vehicles are kinda broken right now
I cant even move in the LCAC with dual HOTAS
press up arrow or down arrow keys on your keyboard
you need to use Custom Axis 1
gotcha, thank you
it's like an Ibis
Also gear button deploys your ramp
along with letting you actually stop
so, i have an error report to make
lemme find the screenshot cause this is the second or third time its happened
basically, i'm just running artillery (with kar) as the spearhead with the 127mm turret, and it'll just randomly do this
i'll try and re-create and take a pic of the log error
and then it shows the first img a few times, then inf loops the second one
trying with just kar now
https://www.youtube.com/watch?v=Nle-1PtCrc0
little bit of a sneak peak of some upcoming stuff for future updates, very WIP
Aircraft switching for resupply and launched aircraft
Argus and LHD too if you can count to 6
wait, how did you leave the carrier spawned when hopping in the tarantula?
wizardy jank
basically does a bunch of stuff to convert it to an AI aircraft (it is still an aircraft, not a ship, so AI doesn't work), then take over the target aircraft
also 57mm rotary is goated
right now there is no filter so you can literally hop around like SUPERHOT but it will be only to launched or resupply aircraft when released
this is gonna be part of BOTE in the next update?
next or one after that likely, depends on if I can get it working (need to test MP) in a good way
ah gotcha!
So I can finally control units deployed via Tarantulas?
this is exclusively for aircraft control. It works going back to the carrier in the clip because that is already an Aircraft according to the game, but it will not work on normal ships or ground units
there is more ships on there
idk if our glorious LFD is gonna be on there
heck yeah boss
I do have to ask, did the resupply tarantula always have 2 naval containers? Because afaik, heavy tarantula AI are prone to crashing into the ground
from a lowly airbase to a locked down island with R9s, a boltstrike, C-RAMs and LADs and hexhound SAMs
well lowly FOB
4 layer AA, nothing is getting past unless a darkreach decides to get a little spicy
mmm..
it's ok we've got the Amish to help us do repairs as well
also a dirty trick to anyone with an LCAC and a burning hatred for your enemy: you can deploy TBM vehicles and they will acquire targets, so you can continuously keep TBMs in the air at the expense of basically nothing!
i thought LCAC doesnt work
as in anything that uses radar will just refuse to work
Got fixed, iirc
Who let the Hexhounds into the function 😭 ✌🏻
there was no update and it was happening (for me) yesterday so pretty sure not fixed yet
MSV deployed hexhounds are peak budget air defence
it did not infact get fixed
gotta wait for the next update
I could have sworn it did, my B
time to deply 30 tbm launchers
any idea when?
Do you think it's possible to implement custom Naval Assets such as modded Ships into this? If it is possible I would start moddeling Vehicles accordingly
i dont see why not? I mean look at what Aryx is doing with the F-16, Mig-15, and MC-260, plus the various other plane modders
soon™
My main concern is that there might be an inability because it is not Airplane focussed (since this is mainly an Airplane game)
But if it is possible, I will start modelling the Ships I have in mind
nuclear option imo, is sorely missing the combined arms aspect
(& Commander option)
yeah, ish?
i do love a RTS but i do also like the automation of NO
unless you could control a convoy easily, then yeah
Petition to nickname the 155mm railgun "Thunderclap"
why not just Mjölnir

even better
I do wonder if the resupply is still intended to be a one time use only. Honestly makes singleplayer with ships less enjoyable. Something like spending extra money whilst having your ship not defend itself while you fly there to resupply yourself would be great
especially given the new 'Controlling your own resupply' feature
Cooldown, paying extra money, plus the rearm cost...? Would be great tbh
Wanted to ask this, my friend and I were playing yesterday and for some reason my LCAC wouldn't move after launching from their ship.
yeah my friend has been having the same issue
the LCAC uses the same system as the Ibis, custom axis 1 for forward
up and down arrowkeys
Alright, good to know
only if there's a reserve being built
But you don't want that, because they use aircraft AI
no they don't. the ships are spawned from the scenario.
If the map is set up with ship docks and some factories set up to produce them (or an amount pre-set for reserve at mission start) they can
custom map set up through the editor?
How to deploy fob from lcac
bind the keybinds at the bottom in your controls
O ty
u alive
Also check pins if you want more of an explanation. It's made for ship dock and spawning but should still apply to general FOB construction
default loadout for it
it it 100% possible to add modded ships into the game. They are complicated in a different way compared to aircraft, but easier overall probably
Resupply will probably be where you get one AI resupply, the rest you will have the option to fly in yourself, maybe for the cost of the crate plus a little bit or something, the actual costs of it will be figured out later probably, but anyways multiple resupplies should be able to be done in singleplayer/without needing other players at least is the end goal
modded ships👀
also ships are filtered out by the mod so they cannot be spawned by the AI with the normal spawning mechanics, as they dont use the ships correctly, so go nuts with the factories
will you be able to control lcacs without despawning your carrier too?
most likely
you will be able to control Resupply vehicles, any launched aircraft from your own ship, and LCACs launched from your own ship
Awesome, thanks for the response!
Yay lots of AI tweaking, sounds like a programming nightmare
Given he's already shown us it in action, I doubt it'd be that bad, lol
The moment I saw python coding as a side activity in university, I knew in that moment that I'm not meant for this kind of job, good thing I'm good with land survey equipment
is there a way to tow HLT trailers with KAR?
luckily in this case its mostly just bashing the game with a hammer until it lets me swap all of the stuff that needs to be done to make the aircraft player controlled and vice vers
the ai bashing comes in trying to get the AI to stop driving off the side of the carrier 😭
The only thing I'm concerned about is multiplayer functionality tbh
hello, im new in the server!
i have one question about kar, if the aerosentry hull will be in the future along with the anvil , since the turrets are already in the mod?
need to test it yeah, but it should work I think
here's hoping
Yeah I will make a list of Ships in mind
fob base building was a mistake
the great wall of whatever the fck
I can only imagine how atrocious this is to look at on the respawn screen
would require a new vehicle entry, not a priority for now
god imagine trying to take off from that base in the middle of all that
ight , thnx for the answer
what have I done 😭
Hi, I have some question. Can I use this mod in PVE server? Can this mod control ground unit already spawn in map or it must be new ground unit? Because I want to position ground unit but the AI in game not so smart
The server needs to have the mod as well. You cannot control already spawned units, as this does not use the existing units but creates new ones that are player controllable (and the game thinks they are aircraft under the hood)
do i need the blueprinter? i tried downloading but it says its blocked cuz it could harm my device
make an exception in your anti virus
looks like aerosentry spawned from the LCAC in mp its kinda bugged too
and it doesnt let another player make a fob even having it
yes
that and the stratolance bug , the baterry doesnt want to work, doesnt shoot
might be a conflict, the deplyoment code is supposed to remove the airdrop frame if it spawns due to certain things with the LCAC, but maybe it doesn't for some reason with this, will look into it
stratolance has been fixed for next update
this too ig, he wasnt able to make a fov, he was pressing the buttons and didnt work
later i will make more things if i find something more
it would help if you can get their AppData/LocalLow/Shockfront/NuclearOption/Player.log
give me a sec ill ask him and i share it
you need to hit the fob button, text turns green, then hit deploy unit with the fob selected (that can probably be redone, its kinda bad now that I think about it)
k
yeah he was doing that, he wasnt able to make it
thats the log lol
holy crap 45000 lines lmao
yes, we were testing the mod lol
seeing some stuff at the very end, by chance were you trying to deploy one of the AFV vehicles?
ok yeah those are broke, just making sure it wasn't something else
not seeing anything standing out to me, was it just you two in a lobby?
yes, only us two
idk if its related too or smth but with the mod , AI its often to spam the nukes in the airport, in terminal at least
i can't imagine so
could you try to recreate the issue with a short session and send the log, so there is less to dig through (and to rule out any one time errors)?
real
the only bug then its the aerosentry one
will take a look 👍
kk 
woo!
🔥
linebreakers seem to be undeployable from the LCAC
Already WIPs of those.
I should lowkenuenky learn blender and get some Tom Clancy's EndWar vehicles into NO since they fit the setting.
before playing bote "Wow I can't wait to fire all the missiles on these boats myself"
after playing bote "I need a boat with like 3 cannons on it and SAMs cause the cannons are way better than the missiles"
You can't tell me this doesn't look like something PALA would requisition
God DAMN I wanna fly these mfs
I feel like every Frontlines: Fuel Of War vehicle fits NO as well.
1st can fit
2nd, meh
3rd is totally out of a new technology phase
4th can definitely fit
Speaking of ground vehicles
EEC goes so hard
Lowkey would be a fire IR SAM vehicle
reminds me of the Stormer HVM
even better because i plan to add stuff aswell
I've been wondering that too, like why isn't the Anvil turret on an anvil chassis
add nnew update
yes, sir gordon freeman as you command
thats a reason why i made the question, and because i wondered about the aersosentry hull , i like it and well, the camouflage match
but i'll wait if them gets added in the future
and hoping maybe be able to use FRCV-105 LT if mc-260 its installed as an extra 💔
I think it's Nikko who's working on KAR
thats why i say "hoping", i know it wont be in the mod, but be able to use the FRCV would be cool
I tried yesterday that, we are not able
We had to push the c ram to a better place since it was outside the helipad we were spawning in
Prob bc bdf truck its missing or smth, idk
can AI tractors actually tug trailers along?
Would it be possible to make ground vehicles automatically brake when not under user input or throttle
Or at least have them brake automatically after they come to a stop
Ah yes the regenerative braking to help charge the 70kw laser faster.
Does it have any parking brake even? Like when you don't need to hold B to shoot ur railgun
check pins, i made a guide with pics
thats what im saying like its very awk to control the vehicle sometimes especially if you're on a ridgeline or smth
Yeah, i have it a little easier with my controller, I can hold one of the rebound paddles for the brake, but a toggle or something would be neat
Especially with them seeming to want to start reversing now and then, post 0.33
i slap the brake on my thump slider on my Hotas. Works perfectly
Razer wolverine ftw
Basically an xbox controller with bells and whistles xD
other wahy i cna see it is making a macro, to turn a key into a toggle
This might be a dumb question, but how do I stop virtual joystick (mouse), from causing ground vehicles from accelerating or reversing? (same could be asked for turning)
Im working on a mission for kar
What ground units are the most fun to fight while playing as a ground vehicle
anything that isnt a mbt is pretty fun to fight in a kar, there's a lot of space for weird stuff like landing craft hordes or other unorthodox vehicles
@austere socket can i make a request? when deploying vehicles with the LCAC, would it be possible to not make them automatically go onto a road and do their own thing?
Maybe in the future. it takes quite a bit more work to make a new chassis entry, and I'm feeling lazy
understandable, and makes me happy know that
, since those two , the afv6 platform and hlt are missing
i wonder, bc idk about modding but, is possible to make playable with kar , the FRCV from the chimera mod or nah?
its smth that came in mind but idk how possible its that
Anything is possible
But I'm not actively working on kar atm. i feel it's feature complete enough for now, and i have dev things to do 😅
yeah i understand, thanks for the answer too hehe
its bc ngl, i like kar mod a lot, i recently played NO mods and its a whole different gameplay with kar and bote lol
dev things?
As cool as it would be for the FRCV I don't think Kar needs much else rn anyway since it has nearly every ground vehicle iirc
all i want for KAR is the QOL turrets and like maybe an anti ship MSV that costs a ton of money with like one HASM or smth
but its very fun as is
The only thing I really want from KAR-BOTE is the new ships rn
saammmee
That and the Annex
I blue now
They drafted him
noice, love it when developers hire modders 😁
Work so fire they had to put him on board
simple solution add KAR-BOTE and QOL into the main game /jk
only some things of QOL tbh
the laser turret options are imo necessary
vanilla could use the QOL ground vics
that too, dropping r9s via tarantula is so nice
yaaa
i more meant the new ones but ya it is really nice for making SAM batteries at a captured base
though its annoying to setup and then have 1 missile destroy it all
yep, gotta have layered AA defences
when im done i usually end up with radar+3 r9s, 2 c-rams, 3 LADS, and 8 or so Hex SAMS
and 2-3 radars, they are often getting jammed
fair but this was a small battery
the Hex SAMS are important
ya
luckily you can deploy them with an msv
big boom
oh real quick, which mod is it that changes the map from green to black?
this one!
after launching the game press f1 and then find dedicated setting for colours of the map and entire hud
ohhhh, yeah i remember now, thx!
probably, I should be able to integrate a toggle for it at some point when deploying
hmm so helis and not-tanks are fun to fight
although my mission is taking place at almost 10km up so
i dont think helis can fly at that altitude
oh god lmao
ground vehicle combat at 10km altitude 
cool, love to see it!
Man i cant wait to see the argus in the bote mod lol
cruisers when
Is there a way to leave your vehicle without it being destroyed? Since I'd love to set up defenses at airbases
if you mean from bote, soon™
yeah you need to be stopped at an airbase
oh yeah the more normal option lmao
Sorry to clarify, any way for when I leave them the vehicle remains
I yearn to leave phalanx's at my airstrip before it inevitably gets nuked by the damnable PALA
if you mean you want to leave your kar vehicles on the airfield you cant rn
but you can deploy vehicles with lcac fob builder
SAM site on top of the mountain? basically the Eye of Sauron
YOOO MISSILE BOAT
how do i spawn as a carrier
Ship dock
place in editor and assign to airbase or use LCAC to build a fob containing one
. for FOB
. for airbase
Are there perchance any plans for a drivable fob creation vehicle à la the LCAC that could be spawned maybe from a kar fob or some other air droppable fob spawner
anyone else experiencing aircraft launching off the sides of your aircraft carriers?
its liek they forgot how to taxi
I tested the ships a little
The helicopter that you can carry its supposed to go around the map or stay close to you a little and then land and eject?
no, but i have successfully done it myself
Tbeh not sure that’s a bad thing
I am pretty sure the Helo you can spawn is just, a random NPC helo, but don’t quote me on that
It might have an escort order on your ship of some sort but idk
it seems like all aircraft taking off a player carrier wants to go a certain direction
and if you arnt pointed that way they just go off the side or smack into your superstructure
Is it possible to configure the amount of points you get when setting up a base with BOTES?
only through editing the dll with dnspy
you also need blueprinter
nuclearoption/bepinex/plugins
Or just use Nomm and let it handle it for you
no like where do i get the dll
i have kar
the pinned message that then got reposted just above
guys sorry i just wana ask what is DISEMBARK do or mean and its spetifications?
probably how far away you are able to eject from the vehicle and count it as a sortie
i assume "SPEED" means to slow down
and "RANGE" is you are too far away
itd be neat to see a way to adjust the turrents for elevation/windage
also i use resuply on dinamo how long its takes to rearm me and bots doing it?
unless it was fixed in this latest patch i beleive its been disabled. before that i only ever had it work once, every other time the tula would take off and either fly in the opposite direction or decided to follow its forefathers and crash itself into the ocean
or both
why: on multiplayer servers people LOVED to just rip all 180 back to back, causing server lag and instability. its still in the mod by enabling event vehicles
Ah, I only play SP due to being deployed atm, but it was my favorite way to screw with shards haha
in sp they are fun as hell but in mp if the server lag isnt a issue, its ultra busted for messing up peoples bases. unless your bases are set up with a bulky air defense system/batterys they smoke bases pretty quickly
Gotcha, but there is a way to re-enable
yup, when you go into the mission selection, go to customize the mission and enable event vehicles
that should allow it
so its just broken?
nope, i just play qol, bote/kar alot in my free time lol
for the moment yes, the only way im aware of is having another player drop one for you
welp its sadly
agreed, i wish it was working because itd make life span of the ships longer. granted in mp its nice because it gives people logistics work to do
in sp you kinda just get shafted unfortunatly
I have had it work a few times
but some maps it just fails
its definitely not disabled, just buggy
i just like play pve alone and while i on inamo and a2g rockets out its really sadly
Ye for now I recommend bringing the 127mm since you can do some very reliable shore bombardment with it
lets you save your limited AGMs for priority stuff
since the patch for .33 i could never get it to get past the "re arm ready" and someone else mentioned it had been disabled
Had it work almost fully a few times, it says its on its way, spawns a tarantula correctly, it flies over to me, drops a naval supply container, then lands on the ship
also what missilse a2g better take on dinamo?
No, it's how safe it is to disembark the units you have loaded up
some can take the drop, but some require the ramp deployed
ashm are my goto for ship and ground
i take tusko
ASHM or PAB-80LR spam
tuskos and the c450s get smoked pretty quick against most bases unless you have a ton to rip off all at once
yeah, I love the theory of the tusko, but they tend to underperform, for me
a mix of r9s and ram 45s to take on air or piledrivers
defense i usually run a mix of 30mms and irsm 2s or 3s
the 99's aren't as good at getting through defenses but usually I use the 127mm for that
they work well against ashm and agm 99 waves
And then use the AGMs to demolish buildings
also i pay attention and see after y shoot all missiles the icon of them not red maybe because of it resup not working because for game y steel have rockets?
good news i get tuna but she not drop cargo so she just lnd and i have no ammo steel(
Resupply is currently broken in this update, gotta wait until the new version of BOTE drops
NL-98's seem to be working well for me yes.
Sometimes they fail to attack close range targets (<6km)
But above that they're being pretty reliable
definitely better than the R9's which are working like 30% of the time
yeah for some reason R9s tend to only work in certain angles
if its a target higher than 600m altitude it has no problem
also only works like 50/50 against incoming Munitions
especially at sea level
yeah
Idk, for me stratolances works good
In any angle
had the same issue but mostly with AGM and RAM-45s
no i literally have no option for an LCAC on carriers
Then you havent installed BOTE correctly
how do you deploy units from the lcac
since any time I try it just gets stuck inside me
u don't have BOTE installed
nvm I get it now
when argus boat
I know i'm asking how 💔
like where's the dll
should be this
wow thanks for telling me where to download it
oh
check pins
thanks
The link was literally posted in response to the last time you asked
oops i guess i didnt see it
why does the photo look like straight up analog horror
Is there a way to place KAR units in the mission editor?
theyre under aircrafts
Thank you!
lore accurate kar ejection
lmfao
hey all was wondering how one gets to use the carrier? everytime i try its greyed out
you need to spawn at an airbase with a naval dock
like a Naval Base? or something else?
build a fob using lcac with at least these 3
or give an airbase a naval dock in mission editor
you only need airbase center and shipdock
you need a hangar to be able to click on it no?
no, the ship dock is the hangar technically
check pins, i made a tutorial for ingame spawning
i got it figure out THANKS SO MUCH
yep!
Is there any way to edit the amount of munitions or fire rate smthn has
So many people just dont check pins or even bother to read huh...
there's a reason why this is one of the most used stickers in my MW5 discord
when will incorrect markings on vehicles be fixed?
im BDF yet i have PALA markings on cars
cuz its a pala tank?
i have just had the worst APC driving experience ever
so im driving a FOB truck right? on bridge
bot APC suddenly decides to hard turn right, straight into me
fine. imma just overtake you on the left no biggie
then he hard turns right, and moves on
causing me to spiral out of control straight into a dead tank
Killing me
paint visualisation incoming
but i stole it!
yeah but incorrect markings are correct
bdf tanks have bdf logo
pala tanks have pala logo
approximate mspaint visualisation of the crash
Yellow, middle of the road
green, the apc
blue, fob truck
for anyone thinking "oh they were just avoiding a dead vehicle"
no. the road is clear
thing is
markings shouldnt be about who made it but rather who is using it
so if BDF is using a PALA made tank, they should have BDF logo
and reverse too
war rules yk yk
camo
Because ground vehicles are out of the scope of the base game. The mod is still VERY wip and @charred barn already said it's "feature complete" for the time being.
okay so idk how but uh while driving a spearhead tank i tried to reverse and put gear to -1
that caused me to go forward to i went further down to gear -2
now im going forward at 156 km/h which i achived in less than 2 seconds
im pretty sure thats not how its supposed to work...
from 40 km/h to 156km/h in around 2~ seconds
on gear -1 then -2
200 in 4 seconds (im using slow mode to see how its going... idk whats going on tbh)
300 in 10 seconds
is -2 gear some secret flying mode on this tank or what
no cuz ur supposed to use auto gearbox
using auto sometime causes my vehicle to just decide to move by itself
so i use manual
anyway found a way to force this bug
was able to reach 500 km/h on a straight road
weeeeeeee
omg
160 meters
IT IS!
i couldnt find the this aint boscali truck simulator with the aint crossed out
there we go
i found it
HELL YEA!!!!
how do you even do this bro
let me show you
i tried doing it and uhh
i somehow clipped the map... outside of..the map???
??????
how did i do this
????
all i did was shift to gear -2 bro
😭
mitch doesnt want me uncovering his secrets
i cant press anything
...
yeah the entire map is just gone
i see 3 planes flying
interesting
yeah i can see
okay let me record doing it
bro was too poor to pay for the ulator
how did u make it go so fast tho
my -2 makes me only go about 50
wait wait
u heard me broski
video incoming
what the fuh
gearbox decided its gear 6 time
does it work with everything
or only the spearhead
SUPER SPEARHEADDDD
I GOT IT
this is SO peak
🥹
t12 also works
the armored car doesnt
testing all of them
t12 video incoming
IM CATCHING UP TO A A19 WITH A PICKUP TRUCK
LOL
IM FASTER THAN A PLANE
i crashed
nmv
nvm
the empty lcv25 is so fast
oh yeah thats a fun "feature" 
@sleek hatch about your 500kmh record
the car can go near mach 1
beat my 900 record :3
iirc the afv has the best gearing for this
idk on freeform its pala
freeform?
free flight my bad
slightly managed to extend it
gonna extend more later
lemme try it now
i cant get the glitch to work for some reason
interesting\
now i want to see max speed on this
i now want a runway thats 50 km long
i found you need to go 45 km/h when you get to gear -1 for it to work
or faster
45 seems to be minimum speed
for me its 115
851
close
what car
cause LCV25 works fine
highest speed i got on it was 943 km/h
lcv25
ok nvm i have to stop throttling to make it work
1083
ima try extending even m,ore
i wanna go mach 1 lol
sameeee
Honestly the fact that KAR isn't named boscali truck simulator is kinda a missed opportunity
i got it to 1116 kmh
This is truly inspirational
i got boltstrike to 800
Who knew shifting into maximum overdrive just involved turning your transmission into glitter
new way to rush to objective discovered
who needs transmission anyway
too little fire unfortunetly
new record
1156 km/h
with a non standard "runway" i got 1505
unfortunetly not
the LCV25 does. speeds up the fastest of all vehicles from what ive tested (well hexhound is better but it doesnt have this "function" in it so it doesnt count)
also thank you for adding this
Now we just need a glide kit in loadouts
come full circle, back to plane
the invention of flight
plane you say? okay here it comes
video ready
had to cut the first 10 seconds due to file size too big
file incoming
do they skip on water if done right? could a kar be skipped across the heartland bay or some other interesting body of water?
brakes
only the APC does. it can go 146 kmh with this techique on water without sinking
ability to get slingloaded by other players
Very good
We can now make a stratonuking mission map with cars.
(does the car engine work at 16000m?)
who needs planes when you can just send a car flying at mach 1
lets test that!
ok now add SICK EXPLOSIONS underneath you
It would be pretty funny if you could go even faster on a high altitude racetrack due to less air resistance.
man that is a lot of carriers you cleared
The guy was going pretty fast!
sonic booms seem to be broken in general right now but I wonder if you're making one
12 spawned and cleared all of them
i could add 2 more
nope
okay so highest altitute i can spawn a platform is 9900 meters above water. imma try something else
we need sonic booms for kars, literally unplayable
That's still pretty low air resistance.
the engine works
height of 26 kilometers above sea level
isssue is that the car interface doesnt recognise the height and says 0m
didnt know the car has overspeed
Ah I'm sure it's fine
I think that's map height isn't it?
I think that's where piledrivers begin their descent, for example
no its not
piledriver goes up to 60-70km
Do they?
I swear I've only ever seen them hit ~22km
Granted, I'm only really looking at them when intercepting so I've probably just never noticed
they get intercepted at about 22km
boscali truck simulator 3 when
watch the speed videos and you will see BTS3
like this one for example
time to speedrun capping feldspar with afv8
Is there any word on if we will get effective range indicators in the HUD for the ground vics?
i have that issue from time to time where there's still jet sounds in cinematic camera mode even if i'm flying mach 1.8
i would love some livery/skins for kars and botes.
Idk about kars, but botes is probably a no
they are too big to effectivly be able to apply liveries to them, they already using a tiling texture shader since otherwise they would look bad, the exception is the shard and landing craft maybe, but there is some other stuff going on with the ship shader so its still probably not feasible
damn yall figured out how to BLJ with kar
Love turning the big semi V8 in the MSV into an I6 when going sicko mode
If we can do custom aircraft I wonder how hard it'd be to make a custom KAR vehicle
I'd love a MC-360 Chimera-esque superheavy transit truck
just something that can deliver like 4 munitions crates at once, or like carry 2 R9 batteries on it
all my modding experience is in very simple games unfortunately though, like Paradox games, or games w/ json or lua modding
Gearbox swap when
Gas the tanks!
Short ratio manual!
Race war now!
First to Feldspar or bust!
RE: KAR, I've had a thought about the R-9. The Stratolance, afaik, doesn't work rn, right?
This would require some means of directly accessing the AI, but what if deploying it took a page out of war Thunder's multi vehicle SAMs? Rolling out with an R9 would constitute deploying an HLT Radar Truck, which is either followed by NPC missile trucks or can deploy stationary batteries once at their target location depending how deeply the AI can be accessed. Either way, once deployed, the player can designate targets and order missile launches, which would be executed by the AI batteries - being AI batteries, this would then hopefully bypass the problem of target illumination.
Assuming this works, it could even be expanded into letting the player lead entire [small] convoys... 🤔
FTR I'm asking because I've noticed that when using BOTE, deployed Helicopters seem to stick around their mother ship for extended periods of time and, of course, BOTE has some sort of player triggered direct access to the AI given the resupply button.
Maybe this sort of thing could be used for KAR as well!
that's lowkey genius as a HLT radar truck. But from my knowledge, the R9 Stratolance MSV truck (kar) works fine and has a radar as well.
#1488992920316018788 message
Ah, unfortunate.
Also wait, then why do the BOTE's R9's seemingly not work-?
Because missile logic got reworked 0.33 and that's been messing with them
hum
idk if this got reported too but ifrits likes to jump to to the water on hyperion, they sometimes make it alive, and btw if a ifrit crash in the carrier and you save the pilot , you will be able to spawn infinite ifrits like in the video lol
You're going too fast
most aircraft will struggle when you're moving that fast, including helis
the only one that doesn't (which it almost never makes it to the ramp anyway) is the medusa
Go 68-80km/h when things are trying to land or take off
the AI hates it when you're going too fast or turning, most of the times if something tries to land and you turn even slightly, they just try to take a landing again and most of the times just plunge into the water lol
idk about the infinite ifrit thing though, haven't used the carrier this update yet
I noticed
When i used dynamo a npc medusa tried to land and i was going too fast so he crashed
I didnt noticed about the npc anyways
I slowed down too late before it crashes
(I was going full throttle to siege the last main island enemy base lol)
it's finnicky, you need to slow down way before they get close to you, or their pathfinding fcks up
yuh
and like you said, medusas will for some reason try to land on destroyers which is funny
I hope they don't try that on frigates when those come out next update lmao
i mean, can make sense(? since they are vtol
but its funny see a medusa trying to land
I mean, in an emergency, maybe
didnt expect it to choose me as landing pad
when i saw it i just tried to slow down for it to land
but it was too late , he crashed in the water
i mean i've landed on a dynamo before in all vtol aircraft (and the revoker), but yeah they aren't supposed to do that lmao, not sure why they try still, I think its because they check runway length (which the dynamo technically has, the length of the pad) and then use speed to determine if it is long enough, so the carriers and dynamos going faster in player hands can let them think its possible
not sure about the infinifrits, but there is logic so that if an aircraft you could carry lands on you it is supposed to add it to your deployment instead of normal faction reserves (if not player controlled), so likely something to do with that
ifrit farm
The revoker is indeed a vtol if you are brave enough
You can probably land on it, you'll probably just lose your gears and your nose
update just happened and kar broke 😭
Broke how? Used it just fine today
what i noticed when playing earlier today, is they only seem to work eith very awkward engagement envelopes. it feels like they do fine engaging tusks and piledrivers, but they seem useless for AA
Update today seems to have made KAR and BOTE things unable to be spawned from normal vanilla places
Have to use tarantula to make a fob to then get acess to KAR vics
Oh yeah odd. I swear I was able to use KAR even after the update
What does "BOTE from vanilla places" even mean btw, you can't spawn ships from anywhere "vanilla"
You either need a custom mission placed shipdock (which works, I just checked) or a LCAC placed shipdock
ships can be spawned from larger ships
Oh right, totally forgot sorry
Seems like modded stuff in general is broken right now
That was an issue before I'm pretty sure
I am not going to start arguing because icba, but I could absolutely not spawn LCACs at Carriers even before this update
But now on 33.3 nothing is working
Yea, I know, it seems like anything modded is broken rn
blueprinter issue, fix is in the works
fix up https://github.com/nikkorap/NOBlueprinter-Releases/releases/tag/1.8.18
nomnom should grab it within an hour
its fine, dw about it
Dangit nom nom pull my blueprinter
How do i fix this
Have a free bote dock
If another vehicle or player is occupying the dock then you cant access it
Then the dock placement doesnt work where it is
So mod is unplayable now?
Blueprinter on mod manager hasnt quite updated so we are waiting on that
.
I downloaded it
bote version?
It doesnt fixed anything
1,3.0
out of date
bote is 1.3.6
1.3.6 is needed
This is why we have the mod manager to keep things updated
the newest version works
It does?
Yep
I will have this thing
Blueprinter is currently not updated so it wont work yet until it updates on the manager
Which one should i use
Zip?
Yes
So which one should i download?
Its up to you i did zip
I would prefer the easiest option
installing is easier
zip
?
just do what you want lmao
installer is easier for the average person, after that launch the software
I mean the zip just sits on my desktop and finds my files for me and I can easy swap out mods.
why cant i spawn anything in at the airbases it just says not available here it was working before
did you play a normal mission
i cant spawn any of the ground vehicles
im not playing any workshop missions
blueprinter updated
im just tryna play confrontation
oh
thanks
does this fix the LCAC spawned vehicles targeting bug?
hi, I met an issue about BOTE : when I play boats and I call a resupply, the tarentula that spawn at the carrier or blow the carrier up or me. I suppose it is because of the supply pallet but it would be nice if you could help me ( or update the mod if it is ths problem)
btw amazing mod
gg
genuinely revolution the game
resupply AI is just broken, will be fixed in the future
the current fix, is you'll be able to control the tarantula (and any other AI you spawn) yourself
Well when that patch drops that is
i'd rather have reliable R9s 😭
hence me saying "you will be able to"
Just use NL98s they are better anyways
though I could've said "the next fix" in hindsight
At this point I've gotten used to not hearing or seeing an R9 lol, its a whole different feeling
not reliable either
all of the Navals SARH Missiles just go for a swim for me
I've never had a problem with the 98s tbh
I haven't tried them today yet, heard the new hotfix broke stuff
update blueprinter for that
blueprinter updated
yeah i used nl98 today in dynamo, they dont work, missiles just spin in the air
Mine love to go for a swim 
❤️ Rin
Yes?
mines idk , fight the ghost of ignus
I've noticed NL98 fired from destroyer tend to go for swim when fired on the move. if sitting in place, they worked fine
any SARH are insanely unreliable for some reason, movinf Targets its either 50/50.
they launch, for some reason they aim behind the ship and then they explode after a few secs
On Escalation if i fire on 2 jets approaching me next to eachother, one goes for the enemy, the other goes for a swim
Thanks for LMK, cutback day is back on the meu
all SAM missiles have pretty much been fixed for the new update do not worry
Glad
am excited, been cosplaying as argus frigates for too long, want to get to actually use one
I can't find BOTE inside the bepinx config menu
so I can't change the keybind to deploy FOBs
its in the actual game control menu, not bepinex config
scroll to the bottom
will be in a new category next update to avoid confusion
how do you spawn the vehicles? seems like all bases in Escalation says that they're unavailable
you need a ship dock
or a boat
the dynamo can spawn the LCAC and shard
for the KAR?
oh kar
kar you can spawn it anywhere really
kar vehicles can spawn at any spawnpoint
are you on a carrier
nope, that's K92
right context : i installed the mod via NOMM
for me it lets me spawn anywhere
it is up to date btw
nikko tries to put the newest version into NOMM as soon as he can
hmm
Docks spawn ships underground, is this a bug?
no, a dock on the ground places you on sea level
so it places you below the ground
docks place you at sea level
imma reinstall it manually, who knows, might work
last i checked, the yappinator mods didnt install correctly via NOMM as well
LCAC will be more useful if it could make spawns for itself
it can
my guy
I mean, on ground
it can
it was NOMM.
it can spawn behind medium hangarss
But theres no medium hangars
I would like to see LCAC that make medium hangars for itself, to spawn 1 or more times
just place a ship dock
nvm actually
i forgot u spawn underground
so the shipdock is a map edit thing or a weapon thing
Even flipping ship docks wont help
LCAC is almost useless (and all ships) because of low speed, you need move to some useful position like 30 minutes
But capable of spawning MSV with piledrivers
So, just "unique vehicle spawner"
rotating shipdock wont do anything it always will place you underground
@spark ruin so uh...how does one spawn docks
what about Boat SARH missiles? They're still wonky. Is there a rough guess what causes this?
they are fixed as well
it was caused by the launchers having a launch velocity so the missile would come out at a slight speed, which screwed over the stratolance somehow
wait what? Could it be that there is a conflict with QoL then? Because I was just watching my Homie play a round in escalation and most of his NL98 & R9 go for a swim so that's why I am asking if it got fixed
does next release include argus or is it the controlling spawned vehicles thing
the full contents of next release will be a suprise 👀
oh boy
👀 oh man

for a second I thought it was a screenshot ingame ☠️
either with fob builder or in mission editor
u gotta link it to an airbase if ur doing it in editor
i like TOR-M1 design, it's very cool in my opinion
who needs helipad when you can just mount a boltstrike on it
hell, just put 2 stratolance trucks, they can fit
that works too 🤑
FOB builder?
you mean the thing you can carry via Heli and such?
cant carry the fob builder in helicopters, only the LCAC can build FOBS
whereas there are other vehciles that can drop a FOB, meaning just spawing ground vehicles
odd, my 98's are very reliable. Only my R9's like to spin out and swim if fired at anything that flies low
so i ended up using r9's to intercept tuskies and piledrivers, and my 98's for the rest
The NL-98s are NOT reliable, at range yes, but they first go behind you, hit a sick move and then go for their target
close up they struggle hard, even moreso than last patch
mines just start spinning lol
before the hotfix they were acting normal, now they go behind you and start spinning, and rare cases tried to intercept but already consumed its speed doing spins
can i spawn them in free flight? if so, where (which airfield?) (please halp)
oh nvm
just the update
ships can be spawned on other ships like dynamos, argus, and cursors i think not fully sure for cursors, there also aircraft carriers
and ground units are spawned on some hangars if i didnt get another fake memory from sleeping and vehicle specific thing that i forgot how its called.
there also docks for ship
speaking of that
are ships like the cursor, argus, and annex finally added in or nah?
only dynamo, hyperion, and shard
still no cursor argus or annex? damn
the argus generally looks cool to control
between and a corvette and dynamo
i found dynamos to heavy or op
and corvettes have a rather meh capacitor
capacitors... that reminds me.
they feel balanced.
but also feel weak
or just overkill
the ship jammers are gone now so its pretty weak
what, is gone now?
did i miss understand
or are the jammers. of the ship itself. removed?
so KAR&BOTE are broken now?
no its not
from my lastest play of a couple of days before its not broken
update your blueprinter
this mod made me come back from a boredom break
hey so its not letting me and my friend use ground vehicles at all in our missions
do i need to update the mod?
update blueprinter
ty
when official dedicated server for kar+bote?
where can i spawn hyperion carrier?
ship dock only
where can i find the ship dock?
Either make one via the LCAC or add one yourself with the mission editor
(or use KAR+BOTE missions from the steam workshop)
Look at the pins for the guide
so does bote have a vtec feature like kar
what the hell 😭
an ab-4 landed on my hyperion lmao
i have seen pretty much any aircraft land on my friends hyperion while i was escorting him lol
Also, I do hope I can replace the stupid IR launchers on all ships later not just the destroyer, unless they eventually get fixed so they don't send 16 missiles at 4 tuskos
i just manually intercept tuskus with r9's
to waste more missiles?
I mean the "fire at will" setting
they also kind of just lob MMRs at random sometimes, caught them just shooting at nothing by checking the map
ah yes of course
When placing a botes dock in the editor is there a way to change ship spawn facing?
Afaik no, but you can just reverse
Oh, thanks!
Petition to rename BOTE to Boscali Ocean Tugboat Exercise (me and my friend unbeached a carrier that stuck itself to the beach and ruined its engines)
How do you enable the weapons bar and speed indicator when playing as a warship from a third person view?
i forgot which mod it was but it is either bote, QoL, NOX under the config manager settings (F1 key)
Theres a ticking box that says "show HUD in 3rd person view"
just restart the game when doing sl
thank you
what is nox?
Nuclear
Option
eXtensions
thanks
Its QoL
is there any other way to access the config manager settings? because for me f1 doesn't work
pls tell me how to set up R9 stratolance site, I tried few times but it didn`t work HELP.
look up the settings.txt or something like that in the Config Manager folder
i think you need the same setup as the AI setup
Radar + R9 Launcher + Fire Control
Maybe put some ammo truck too
Incase they ran out of ammo



