#[0.33] KAR-BOTE Combined Arms
1 messages ยท Page 6 of 1
thanks
fire control isn't needed but lets it target multiple things at once
so its good to include if you can
lmao, was that an AI carrier? I might see what happens if i put a tow hook on some of the ships to tow around AI ships lmao
Yes that was an AI carrier that somehow decided the best defensive mechanism against 60+ shards and Dynamos was to beach itself and cause us to spawn inside the mountain
I spawned as a destroyer on a sinking carrier last night and spawned roughly 200 meters in the air, I did land safely, though
BOTE truly is a mod of all time
how does the resupply for BOTE works?
seems like i call it and nothing ever happen
ah
if you want to rearm you either need a player or eject and respawn
next update should remedy the issue if minecrack gets it working
but it'll likely be in form of you controlling your own resupply tarantula
as in, literally controlling it
well, i beached my self too with a carrier, and i was basically invincible until all my hardpoints were destroyed, because i couldnt sink, at that point was just a floating island with nothing to do so i had to eject lol
much better idea imo, cant wait!
oh @austere socket is ther any way to repair ships at this moment or nah?
they have a natural damage control which should be working to counteract light damage causing sinking (this is part of the base game ships) but there is no actual way to repair the parts besides it just stopping flooding and it slowly making them more floaty again
I do hope the base game eventually introduces some way of repairing ships, sucks seeing a stationary ship, with no danger around for like 10 minutes until it finally gets sunken
might look into it for at least the mod at some point
sounds good
oh and I'm not sure if you saw, but is it possible to change all the MMR/IRM hardpoints to other guns again next update? I fcking abhore the stupid IR spam from the automatic turrets. Because I know I previously asked you about the destroyer's one in particular
yeah ill make sure all of the IR turrets have gun alternatives
awesome, thanks!
the missile turrets are good against like AGM salvos but they also waste against random things yeah, if i can ever figure out what causes it ill try to fix it
Yesterday I had them shoot at seemingly nothing, I checked the map instantly to see what they shot at and saw no red line
might've been a munition that just impacted, but yeah, 5 MMRs at seemingly nothing is a bit discouraging to use lol
i've usually found its around 1 at munitions and 4-5 at aircraft, i might be able to fix it by changing the pK of the missile so it thinks they are better than they actually are, so it fires less, i'll test it
hopefully that'll fix it, because I do genuinely see the use in them, if they don't constantly spam them
still, I think being able to choose between IR and Turret hardpoints is still a good medium
even if i have no offense, itd be cool to have a pretty decent defense
would changing pk of irm prevent other aa like boltstrikes from firing at an aircraft that already has an incoming ir?
the ship IR turrets already have a copy of the IR missiles so they dont fire off all of them with the 0.2 second refire rate (slowed down in the copy) so it can just be changed there
oh
i see
uh
probably
(also please make ir turrets direct aim at enemies the leading is so off)
i think an update broke that yeah
for boltstrikes it wouldnt matter since you can just put munitions containers down
but so much more different for ships, which i wish we could rearm from shoreside sources
yeah the issue with that is then you could just sit there lmao
true
maybe i could add like a munitions bunker clone for ships only, with a delay on rearming if that can be figured out
or maybe incorporate it into the ship dock? Ship dock itself looks so barren imo haha
people already just disembark at naval dock repeatedly to spam ashms๐ญ
real ๐ญ
i tried to have some extra stuff on the ship dock but blueprinter never loaded the models for it for some reason so i just got rid of the extra stuff
up to the mission maker (or fob builder)
i like the current ship dock honestly
very good for making a runway with like 3 of them
yeah lmao
i just think itd look nice having like a crane or two and some containers on it https://nationalinterest.org/wp-content/uploads/2021/07/Norfolk_1.jpg
hardened hangars on fob builder
i excluded those and medium hangars so you couldn't put down a fob with a ship dock and then slowly recreate agrapol airbase somewhere else ๐ญ
i guess with the ship dock you can just sacrifice a player to be an airbase though lmao
ngl, i kinda wanna just use only the hovercraft to effectively play RTS Nuclear Option
also could you make the lcac vehicle deployment all spawn in front of the door like the msv lads does, the bay vehicles just fling the lcac on multiplayer even at full stop with gear down
yeah i could probably do that
is it possible to modify the bases to allow the LCAC to spawn in more places? kinda annoying to drive for an hour with sensitive control
like more airfields that can spawn lcac? you can put medium hangar/naval dock at an airfield in mission editor
thought that is available in quite a few places, i only ever see LCAC in the 2 large bases
only the main bases have medium hangars
oh
thats what I plan to make a submod for, adding Fueltanker Vessel & Ammunition Vessel
Battleship & countervariants of Vesselclasses for both Factions
Aryx is kinda already adding a lot of ship variations
not playable though, obviously
is there a guide somewhere on how to make a boat using blueprinter?
yeah I talked with Aryx and they are working on that
Considering the recent developments on Aryx's ships, could there ever be a possibility of some sort of compat/companion mod to allow the use of those ships within BOTE?
Would be pretty neat tbh
I'm open to adding new ships to BOTE, either directly or allowing for external mods to register so the patches that BOTE uses for the ships can apply to them as well
Oh baller
minor suggestion for fobs: make holding down shift place duplicates like in the editor (I just want to build horrible things)
the loop of
build fob with munitions bunker
get logistics player to resupply
is pretty good, adding a bunker for naval would be like 10 seconds faster than the current loop of just eject rearm
Can't you do this already? Could've sworn I placed down 3 CRAMs like this today, of course without shift
since I suck at Coding myself, it'd be a great deal to have them directly incorporated into BOTE or as sort of sub-mod
Directly into BOTE seems a bit much, some may just want to use vanilla ships
the ominous event content switch
What if you want KAR 180 AGM48's but not Aryx Ships?
I think it's better to keep player agency open and not bundle everything into the event content category
yeah that's true, sub-mod it is
I was actually gonna ask you at one point if I could get the ship scripts so I could try and make a bote rhib, but I'd need to actually make the model
I think thereโs also a point to be made the other way around - Iโd wanna play with say the Andromeda, but not with the 180 AGM. The andromeda is (hopefully?) a reasonably well balanced vehicle, which the 180 AGM ofc is not.
week 2 of asking the dev to fix LCAC vehicle deployment ๐
What's wrong with the vehicle deployment?
when you spawn stuff with LCAC the radar tracking breaks. for example you spawn a radar truck and 3 stratolance launchers
the launchers wont fire
or boltstrike using LCAC, it wont track either
anything that uses radar to track targets refuses to fire
radar guided weapons seems to break arbitrarily, in my experience
rather than strictly being always because of the LCAC
some sessions placed radars work fine
others they dont
can be placing them with KAR or BOTE, QOL, or unrestricted weapons, I've yet to myself find a truly connecting factor
Happens to R9 batteries, and RAM45 batteries as well
but also not all the time, it's odd
you can spawn units with QoL?
I think it's QoL that adds a couple more HLT truck options to the Tula, at least
I'm pretty sure the R9 launcher is one of them (or maybe it was the R45 turret?)
I'm pretty sure I first saw them before I started using UW but I'd have to check to be 100% sure
Yes, occassionally QoL R9's/Ram-45s seem to not work even without using the LCAC at all in that session, unsure why this happens tbh
my own experience has been them not working even if the known problem things haven't been spawned in at all, removal of bote the only sure way to get player deployed R9's and Ram-45's working again. so I've just been living with it and waiting for the bote update.
I still don't see what's op about them tbh, they're barely usable on most maps. Terminal control I guess I can see, but escalation you have to drive for so long to even make them work
Might aswell just hop into a jet and be useful, faster and where it actually matters
And if it's PvP, a singular player in a LADS can farm some hefty cash whilst removing... what was it, like 70 or 130 mil or something from the enemy?
I guess you could argue wasting fleet missiles aswell, but again, terminal only
Is Argus coming to BOTE any time soon
next update, yes
chill okay? lol its already been beaten to death here, @austere socket has stated NUMEROUS times over the past two weeks it has been fixed in the next update. And it'll release when it they feel like its ready
Hope the annex gets a slight armor buff or something, I know this is a QoL thing, but partially vanilla, too. You can shoot 12 MMRs at the front of an Annex in QoL and sink it, by hitting under the bridge. It takes an odd angle, sure, but it's still ridiculous you can sink it with damn IR missiles. From what I've tested, replicating this with the Hyperion is impossible
why so aggressive lol
just say it was addressed
never saw the dev answer anything about LCAC being broken
yeah, if I'm building a defense somewhere, a pile of boltstrikes then a pile of LAD trucks with some IR and cram mixed in generally protects from most things
I think you mistyped yourself
not sure what you meant by yourself, but I accidentally said annex instead of hyperion
fixed
Incase you thought I meant "you can kill yourself with MMRs" no, that's not what I meant, and the Annex is not playable in BOTE yet
You can send 16 MMRs in QoL at an annex from the side or front and it'll sink it
re-tested it, seems like the turrets aren't targeted anymore, but you're still able to sink it using just MMRs, lol
oh yeah and a thing that's actually an issue right now, the automatic turret, like the 155MM will just shoot the Hyperion Ramp
HUH??? you can???
the front right SAM turret can as well, I've had that happen
especially with how trigger happy they can be
Yes, if you angle yourself correctly, you can hit below the bridge, making it catch on fire. If the portion below it catches on fire, it burns other parts, explodes and then sinks. Shooting 16 MMRs even from 6km will do the trick, 4~ will maybe get intercepted
Have to approach from the front right, maybe 15 degrees at most, so it doesn't hit the elevator
im unable to do such
idk how
will send a youtube vid in a bit
has to be with QoL though, I believe vanilla IR missiles don't track ground targets
correct
i am using QoL
they all always attempt to track under the bridge making it impossible to hit the place you say you have to
The approach takes some skill and you need to aim your aircraft "infront" of the carrier by a good margin, otherwise they'll hit
I need to fix my previous message, that was assuming the last QoL or previous-previous update.
you need to hit directly under the bridge, that'll make it catch fire
okay wow
me and my friend have tried sinking the Hyperion like this to no success, he also tried sinking the annex with other ships escorting the carrier, they don't help much tbh, especially if you seaskim
sure, takes some more skill than when we did it, because it would just target the turret and then sink it that way
what bind did you use to speed up the game?
with your video i was able to do it first try
i was using hyperion not annex lol
ohhh, yea you can't sink the hyperion that way afaik
But yeah the annex? Made out of cardboard
Can't sink Primevan steal or something along those lines
every day i belive in boscali less and less...
Hard to believe the Hyperion was supposedly EVEN tankier before 0.33 LMAO
lol
yes thats what i meant oops
happens
okay yea mmr's are goted in QoL
i just sank a corvette with mmr's only. took 20 to take it down in 3 seconds
never tried that tbh, curious how few you need
destroyers are immune
shot 120 mmr's and it was fine
what about frigates and lfd
a tank infact can sink a destroyer
not too surprising tbh
well apparently this doesnt count as dead but...
best damage i menaged to do
left side of missle bay (front left of the ship)
argus frigate
lfd died from fire spread by hitting front
BDF truly cannot match Primevan Steel (Stalinium)
BDF truly has nothing going for them, even though I prefer BDF over PALA
The NL-98 is the only saving grace
Pala better anyways
Pale is infact better
i find this weird but i have the feeling the BDF as a weaker carries like the cursor class and annex which arent as heavy and strong compared to to a hyperion class. from my experience i also find it that the BDF navy is weaker then Pala's
like when i play BDF navy gets demolished in the carrier
also,
argus class, annex class and cusor class when?
bdf is heavily carried by argus in vanilla
Soon โข
PALA has nearly no canonical vehicles so far, but the ifrit is just busted in-game lmao
so it makes up for the lack of PALA vehicles
isnt the ibis one?
Ibis, Compass, AB4, ifrit I think are confirmed
AB4 is the faster bomber right?
Yes
aight
cuz i call aklyion or whatever its called fast bomber cuz it was called like that before and i cant remember names recently in nuclear option
wonder what the g tolerance of kar crews are
Pure doodoo fart
Also should drop a nuke like that
You can do that from further away too
i killed a destroyer with it once where i dropped the nuke near the riverbank and it had enough blast radius to kill it XD
it should be 25g no? you die at that in normal planes
Yeah I tested the Hyperion (no mods) before 0.33 and that thing could eat 68 PAB-250s without sinking and had to be bombed again before it sank
The problem is once they're in position
They're fine on a strategic level but tactically the magdepth is just kinda utterly absurd
Maybe it's a unique perspective as a rotary wing aviation enthusiast but it also just sorta does helo stuff way better.
Either way, it's a shitpost and it honestly doesn't fit the design space laid out by other units, and hence it being limited to event content makes sense, where say the Andromeda doesn't really.
wanted to change the fob budget with dnspy, and usually it's not that hard
But I can't seem to find where that function is anywhere
is it obfuscated in some way?
Or am I just blind ๐ฅ
I searched in the thread a little but the convo about FOBBuilder was pretty short and I don't at least immediately see anything useful in that function
and searching through the assemblies I can't seem to come up with anything that has worked so far with some testing
the closest I thought I got was with the FOBUIController but that was just a cosmetic change when I tested it, it didn't actually let me place more with the lcac alas
How does it do helo stuff way better? I just have a HELDS and boom, the 180 agm48s become useless and then I still have 112 lynchpins or 50~ kingpings I can use
They're so slow unless you're close, they travel at like 400km/h at best if shot from 12 km
my point is, the thing sucks and is utterly expensive for what it does
extremely good if close to something, very good at saturating ships (like the corvettes coming from vigil cay) but that's about it
the only massive use I see in them, is wasting ship based SAMs
180 ATGMs guided solely based on datalink
How is that not a bad idea?
Not to mention that it can basically be resupplied instantly
Even if it ainโt overpowered, the lag or the possibility of crashing because of it makes it essentially broken for the worst
That I can agree with, though the DL doesn't matter, you're still barely in range of stuff half the time
the lag is a much worse painpoint
okay dumb place to ask maybe but i cant for the life of me find aryx ship mod anywhere, do you happen to have a link to the channel or github?
discord link is in the message
that doesnt look like a boat XD
ah found their discord link in there, thanks
๐๐ป
She infact, does not only make aircraft
of course they're not playable, but they are functional
Something i thought whether or not to suggest for a long time:
When someone dies to a collision - it would be cool to list the g-force involved
i thought that vehicle with a nuke was a joke. guess it wasnt one
I mean its a joke but it's functional and in the game.
suprise your enemies low fliers with an atomic suprise!
How do I deploy vehicles with the BOTE mod?
#1488992920316018788 message
Set the keybinds
uhhhhh cant move or eject
im stuck
spawned as LCAC on a sinking carrier, spawned me underwater
In this situation I'd try just deploy all your stored units without opening the cargo door.
Should get airborne and most likely kill you
funny solution to a funny problem
submarines mod confirmed
yea i did it but didnt work
i looked around the settings and tried the wheel options and selected eject which worked
LCAC is the new submarine type
everything is submarine if you apply enough 68s
I need the argus so bad...
get a dynamo and give it the same loadout smh
use the radial menu to eject
i need bote update so bad...
i need kar update so bad..
that too so bad...
No dont update it
and whys that
KAR is mostly feature complete
what about integration with mods that add vehicles...
like the MC-260's artillery?
Primeva 2082 exists and will add what is """missing"""
will add, as in its not even out yet
is there a way to select what camera modes are present in kar? i would like to have less angles to cycle through
QoL has a bunch of cool vehicles but those are not deployable (map editor only). Big sad.
Is there any good way to get rid of the FOB deploy screen if you die with it up?
Besides restarting the game that is
i keep fixingit not going away and it keeps coming back ๐ญ
but no (i should add a way to get rid of it probably)
keybind to refresh all ui on screen๐ฅ
no thats not a thing yet
lmao
Oh lol
log probably isn't needed i think i know what the issue is, i might have fixed it but not in the release version yet so ill test it
+2weeks
goddamn it
paired with ternion release
o7 It's appreciated, I just need to be more careful when I host the server
I keep thinking 'I can get the fob down before I die'
and I'm wrong
every time
Let others build a FOB
They don't want to build fobs, they want to boat
you can attempt going into vaious menus and trying to click the clear fob button
but i dont think it works when you die?
Yea.
Ah so they dont wanna do the labour but want to eat the Grapes
got it
Yup ^_^
lazy mfs
people will get pissed at you whether or not you place fobs lmao
Eh, it's okay. I do like building the base. I just wish I was better at figuring out spawning so I can rinse and repeat the hover craft better faster
to load the fob down
My only complaint is that I cannot get the lcac moving lol
customaxis 1
ibis controls
Yes, I had that problem too. What Tyler said ๐
Oh for fcks sake...
lmao
bro
every time
you really just didnt ask until now
Yeah
What does the normal throttle do on the LCS?
throttle doesnt do anything on the LCAC, its customaxis because they are literally the ibis fans ripped off and reskinned and the code for them only checks customaxis
Aaaa
lmao
That would be cool, so you can raise floating level up or down?
unidentified flying LCAC
LCAC at.... 4000?!
place a ship doc up there
Ship falling damage -sucks-
ship docks already float occasionally
I've killed myself launching from a dock I thought was placed well and splashed down
yeah but not at 4k alt
Oh yeah theres another hillarious thing when 2 ppl try to spawn a ship at the same time at the same dock
the ships snap to water on spawn anyways so it doesnt really help
it'll glitch you out & crash the game
๐ญ
and you can no longer join the match
the 1 guy placing a dock on feldspar every game
until u change ur name 
it gives you the local client stopped
but for that you kinda just
wait like 5 mins
I could try to replicate it
i mean if it ever happens naturally just send it over
ok bet
i have enough stuff i need to actually do work on and fix ๐ญ
ive found that restarting steam/game/changing mods/doing literally nothing makes you wait about the same amount of time before you can join server again
changing the name lets you rejoin faster
either I am hallucinating it or it was just coincidence
twice
steam name or the callsign mod?
callsign mod
ah i dont have that mod
useful for me because I have edgelord unicode characters in my Steamname
Callsign mod? That sounds cool. In Nom?
Yes, it lets you change your name ingame (requires restart)
oh also for anyone who wants to use the railgun or other long range guns in general, this was discovered in testing, but if you are at long range (eg firing again before the 1st shell lands) there is an issue where the game will switch the observed bullet on the turret to that new bullet, which means it will never get to see where they land. This means the turrets built in aim adjustment doesn't work, so try firing, waiting for it to land, firing again, etc and the shots should get a lot more accurate
What's the mod called?
noted
lemme check
Thanks!
walking your shots onto target that way can be remarkably accurate eventually
Oh! Thanks
makes sense as to why I am undershooting like crazy with the Railgun
Oh yeah since weโre reporting bugs, not sure if it is the LCAC doesnโt auto-eject you if you get critically damaged/BSOD, or in another case it was either Medusa jamming/ARAD missile, apparently either of those scenarios resulting in some pretty bad screen glitching/white screen before crash or backing out (I think I was unable to eject in either case?)
Example of screen tearing from LCAC death (you cannot eject to fix, you need to eject before "death")
Also brand new strat of levitating IRM-S1 emplacement (the AI still bombs them)
Quick question how do I get the aircraft to fly off my carrier instead of going backwards and just crashing in the water also how does the resupply work cause I called it in and nothing happened
How do you even drive these inflatable landing crafts?
I press W and nothing happens
You must bind keys to those controls go to Settings - Controls, - bind keys, scroll down to BOTE and there you find the controls to spawn and launch Aircrafts
Also any news if we're gonna get Argus DDG??
The keys are working, it's just when the aircraft spawns in it starts going the wrong way and falls off the ship
Need to test that
Currently at work, I'll see if that happens to me as well
You need to read the pinned README but anyways its basically Ibis fan blades and rudder only
Pretty fun as well, except for the Stratolance/Radar bug which I think is QoL induced?
Argus is a frigate, so it's FFG (Frigate, Guided Missile)
Dynamo gets DDG because it's a destroyer (+G is from guided missile again)
Mbmb
So bote support when?
Hope it gets a railgun
you can spawn as a Dynamo with its rail or swap the Dynamo's main mount for an O/U twin gun 127mm turret
I'd assume argus or at least the new STOVL/VTOL carrier is soon though
BOTE Argus seems like it'd be difficult to balance around in comparison to the BOTE Dynamo which is already kinda cracked
probably end up as a mid price option though and a similar twin gun 127mm to make it at least better than BOTE Shard (which gets the Argus's actual 127mm)
Argus will be in the next update. Unsure if tyler is going to add the annex/lfd yet, given the work that's been going on for the resupply mechanic
argus twin 127 has the potential to look so much better than the dynamo twin 127
we need batlleships
I saw the polls, Argus is coming next
Yes... that's why I said will
sail at a specified speed between 60kmh - 75kmh
not a single jet went for a swim for me
I was stationary ๐
And seems like the problem fixed itself
So it's random
wont always work for me at least
& resupply AI is disabled from what i know
It will
The poll is just who will get added first, with the rest later
thx
Should have a NO version of helldivers can't read meme
Happened to me in a destroyer
can happen in any vehicle including vanilla aircraft if you die violently enough
Until they evantually get the FS-3 ๐
their new trainer vtol looks really cool
great, the trainer vtol to match the ifrit ๐ญ
im sure by the time factions get faction specific aircraft each will have its own competitor
cant wair for PALA EW aircraft
i want that B1 lancer inspired awacs fr
I want stealth Cessna
My kind of dream aircraft for this game, and I'm willing to commission it, would be the f-14-21
so how do i get bote to work? i cannot spawn any ships, they're there to select but i can't actually spawn them
For everything but the carrier, you need to be either at a ship dock or Spawn from the Dynamo or Hyperion carrier
And only ship docks can spawn carriers
and where are the ship docks? i can't find them
Gotta have a KAR+BOTE custom mission or place them yourself in the mission editor. And if you spawn with the LCAC in game, you can build a FOB with one.
Refer to the top pin for that, I made a tutorial to spawn carriers but works with any ship
ohh ok thank you
and another question, i need a fob truck on the lcac to build things right?
Correct
But not the truck
The first option in the menu is fob
You must have that to build
Ah ok thanks
Found a maybe bug? The MSV with AGM68 x8 will say it reloads, and cost money when near a hardened ammo bunker, but not actually reload its missiles.
How did you make boltstrikes droppable
M1 AGDS style turret on top of Type-12 chassis.
12x RAM-45, 2x 30mm from Aerosentry
Someone on Aryx's discord is working on an f14 styled plane
I'll happily wait until thats out lol
are R9's bugged or do they simply suck ingame
Kinda both
former
combination of both. Because they are bugged. they suck, unless you have the perfect engagement paramters
i noticed they are stupidly reliable at taking out tuskos and tbm's
but for aircraft, ill take the 98's cus they dont cosplay submarines
The NL-98s are also kinda superior in terms of ability to kill over terrain, since they're DL missiles
I kinda just sit in the middle of escalation sometimes in a corv/destroyer and fling NL-98s everywhere that sometimes even kill ifrits from like 30+ km away
ground based ram45's are somewhat good
not sure why the R9s suck so bad at tracking
should be the other way around
Bugged when the LCAC is spawned at all in game and wont work
ANyone else not having ships show up to spawn in as? O.o
update blueprinter
unless you mean they're not there at all? In which case you didn't install the mod/bepinex
Switch to NL-98
You need certain BOTE+KAR maps, you'll find them in the workshop
I want more BOTE missions
Ohh, so I can't use the default maps? Ah ha, thanks! ๐
you can spawn them in default maps but its more restrictive. Carriers can spawn dynamos and shards, Dynamos can spawn shards.
And you can spawn a landing craft at a carrier and some large airports to create a ship dock that can spawn carriers/dynamos/shards
But you'll have to buy them with money unless you go into the mission files to place factories for them
Hmm, I must be doing something tootally wrong then, cuse I see the tanks, but not the ships at all: Like so
you have installed KAR but not BOTE
there are 2 mods
#1488992920316018788 message
its right below the first post =3
Man, I'm so silly, thanks!! ๐
You can make a custom mission and modify it (add in ship docks and etc, tie them into existing or new bases)
Meaning you could modify a round of Escalation on Heartland to be more compatible with your mods
That's how I do it lol
Yeah, I really need to start using the editor, I've only been playing the game for about a month now so I'm still learning the systems. I'm glad it's so accessible for moding and creating. Way easier than DCS. Pffk.
DCS is...
Purgatory
It's where the war thunder air vets go
After gaijin abandons them
i have problem, i cant show right now cause not on correct PC, but i can spawn kar anywhere, is greyed out, escalation, confrontation, terminal control, all
i have 0.33
update blueprinter mod
aight thnx
or the people who enjoy a cockpit simulator (aka me)
BOTE mod best mod
anyone got any cool screenshots for kar/bote?
i still need to take some ngl
Hope it helps
I'm still waiting for Argus in BOTE
same
Not screenshot but small clip wish there would be a replay system
when flying T12
Doesnt Nuclear Option Black box mod exist?
yeah it does, it creates tacview files
(altho when i used it, my performance tanked(logically) and just kept freezing when trying to spawn)
I wonder if they gonna add modded ships to this mod
possible but depends if minecrack does it
dont have any screenies of the hyperion or corvette sadly
soon โข
that's what tyler would like you to think
he's actually just keeping the update all to himself
he deleted it all
only one because i like the type 12 (i'll do one for the spearhead eventually)
i think ya missed the meme lol
soon with the trademark logo means its not lol
been a thing in the dcs servers
is this timeline still real Tyler? I'm so fkn keen for argus BOTE
+1 week
the development wisdom: it is ready when its ready
Everytime someone asks it becomes another week delayed
I am probably being a moron, but I can't find anywhere that'll let me spawn a ship
how do I do this?
im on a workshop map that specifically says it supports the mod too
other ships
Any ship type in particular? its greyed on on all the ships in this map, but theres no large ones like hyperions, which is why I ask
nvm got it, that map wasnt supporting it properly
if that's the case, you want to see which airports have shipdocks
or if they've added custom spawnpoints at the sea
hyperion can only spawn at shipdocks
shipdocks with air center
not just any ship dock
I am very keenly aware
but the person in question asked about a compatible map
that combatible map should simply have shipdocks attached to an airbase
I was NOT talking about the LCAC
I was excited for a BOTE update, but instead I get this as a ping
f*ck my chuddy life
they dont even ping for updates in here do they
Ping no, I guess. But tyler does post the update here, too
at least he has in the past
He does & in P2082 aswell
i feel u
why is my game saying that there are no hangars for the ships at all? even when trying to spawn on the carrier
idk what im doing wrong but i cant drive the ships
Also make sure blueprinter is updated
is it normal to not be engaged like at all by other enemy naval forces when im in a shard??
not even ground stuff shoot at me
no, that's not normal
idk i don't think i've ever had aircraft or ships attack me when i'm in a dynamo
That is very odd, because they absolutely have attacked me and I've played with the newest version of everything just recently
I've literally been sunk by another corvette, trading kills with it like 2 days ago
have faced 0 issues with being targeted
other players right alongside me in ships of their own have been attacked, so I'm not sure what the deal is
seems inconsistent
heard some issue with MP targeting forgot what it was
maybe other players sometimes don't get targeted? Unsure, but my friend was sunken yesterday and I was the host there aswell
in the bote version of breakout on the workshop I tend to pick a dynamo and I've always just charged straight into the strait by SBGA without taking a hit
i wonder what could cause that sort of thing
yeah can't say I've ever not been targeted
And I've used BOTE a lot
50+ runs bare minimum
not entirely sure sadly
next time I use kar/bote in multiplayer with some other folks i'll pay attention to who is getting attacked
maybe it can be figured out
yeah again, when I was hosting I didn't have an issue being targeted, and my friend who joined also didn't have an issue. Not sure what the reason could be
if it happens again I recommend getting the log of the mission session for minecracktyler, prolly a good idea
i'm still waiting on tyler to fix the bug with my chicane gun whenever bote is installed...
seems the bug fixes got held up by the new ships
Why am I seeing you everywhere I go
i dunno i just saw a bug i knew about so i commented here
I do wonder when we're going to get the BOTE update
idk...............
i guess not, usually its not ground or naval that attacks its air
but they are supposed to engage
they do engage me when there nothing distracting them
i can maybe see the reason being that the player ships technically are worth less to the targeting algorithm since they need to be cheaper so players can actually afford them, so that might be part of the problem, especially if other ships are around that are not player controlled
Usually at the very least I'll always have their railguns firing at me
But it does feel like player controlled ships are weirdly low priority
Asking for update! When update!?
||(Asking so it doesnt happen muahahaha)||
Is the bug known that the 127mm on the dynamo in multiplayer servers sometimes dont fire their shells you hear the firing audio but there is no shell had 1 shell come out from the whole mag ones
this is a vanilla desync issue that can happen with any weapon
ohh ok
In my case he sometime firing 2 times shoot moment when he must do it one time
Oh jeah I saw that to on the shard the most
Is there any way to have a dock deploy hovercraft on land? Every time I try they clip through the ground.
dont place it on land lmao its a ship dock not a land dock
(medium hangars can spawn LCAC on land, although they spawn behind it due to certain circumstances that actually I think i can fix so)
Oh! Good to know that thanks.
I was trying to hide the dock and make it just a LCAC spawn, but that's better ๐
i see
they snap to the water to get around the issues with spawning on other ships, but I guess i could disable it for the dock, no reason it is needed there I think
No I mean, that makes sense if they can also launch from medium hangers. Completely solves that problem.
Also I think I've seen several maps where that snapping behaviour is used to get the LCAC and other ships safely on water. ๐
fair enough
Is there any flag specially needed for this? Unable to spawn with one of these.
ccan you try with one of the built it medium hangars at like agrapol or maris or something?
just to see
Nada
ok i'll look into why it doesnt work with custom ones then
the hangar you put down is linked to the airbase right?
real
Sorry for the bother and thanks
all good
rn its like a 50/50 whether a floating dock spawns players in the air so it might as well be disabled lol
i approve of this mod
when are we getting subs and battleships?
Subs will never ever be added to the Game, not in Vanilla nor as a Mod as they would be incredibly unbalanced
But Battleships is what I am currently working on (design wise)
no current counter to Submarines, Gameplay would be 5x more boring while being in a Sub, nor is there any current way to operate vehicles underwater
even if you would add a counter, adding a Submarine as a vehicle wouldnt be possible
as any munition that touches water is splashed
Even Mitch said that Torpedoes would be slow asf
ah fair enough as far as operating goes but i think itd be fun to drop augers from an ifrit and try to overpressure kill subs
splash meaning deleted im guessing
yea I feel you, would want Submarines too but gameplay wise it wouldnt be fun in the slightest
I feel like it might also spread development too thin to start implementing those and working on making them fit
even if you would make Subs as AI controlled Nuke launchers only
valid
Staying focussed on mostly revolving around flight keeps the core identity of the game strong and helps with the relatively small team's passion project stay on course I think
meanwhile Modders can live out their dreams
thank you
Battleships would be great. I'd also love just a gun cruiser (SAMs and artillery)
Speaking of LCAC, I have no idea how to move them cause when I press W or S it doesn't move forward
Only spin on the spot
Second axis, like the transport helicopter
ibis controls
arrows
it uses same thrust as ibis
Ohh, I wondered why that vehicle felt weird when I used it on a modded server.
It feels like I have less AI planes in the air because they keep spawning in ground vehicles and driving around dying in the woods. Does anyone else have this problem?
so i have 3 chicanes in my destroyer, but im not sure how to like...'use' them
anyway, wish some servers ran the mod, but even in single player it's def a different experience and works well
check the bote specifc controls added to the bottom of your keybinds
Sorry I just realized I've never actually answered this.
The HELDS is not part of either the KAR or BOTE mod and hence not really part of this conversation.
Notably, iirc the 180รAGM truck does gain native access to a laser defense turret.
Either way, the AGM-48 is generally the primary general purpose armament of helicopters - of which they also cannot carry particularly many.
Helicopters are also innately slowly much like the truck is, tho not quite as slow. Still, they share the fact that neither is an effective rapid response asset, and their practical speeds aren't that different.
The chief difference is that the truck can carry magnitudes more AGMs then a helo, which gives it massively outsized time on station.
It is tho
The truck has a 120kW laser
In KAR
Yea, itโs not on the Helo tho.
And it works against munitions from both
The higher missile volume from the truck significantly improves odds of penetrating point defense, also
Oh yea, saw what I said, mb. Regardless, the 120kW truck does more than good enough if you use it correctly
I can probably make a video about it, if you want
Oh the 120kw truck is great lol
This was about the 180 AGM truck vs Helos in effectiveness
this and an unrestricted weapon mod
i thought of it myself, run a server with KAR, BOTE, and thr main aircraft mods, but the server eill just never fill up
Because people just don't have the same mods as you
Plenty of times people in this discord in particular host via VC's and the servers usually fill up
There's demand, just half the time without organizing it, people will either lack the F-16, Chimera, not have the ternion, not use QoL, or maybe not like KAR, and a singular mod will just make your server not show up (and obviously not be compatible with their modset anyway)
It's something you'll have to plan ahead of time, and let people know what mods to have active.
Are the AI pilots supposed to buy vehicles on their own and drive them? In my games they eventually stop flying planes and only use ground vehicles it feels like so the air game falls off
Actually might be because of the equalizer mod now that I am doing some reading
AI dont have drivers licenses and shouldnt be allowed to drive lol
Yeah I have discovered it might be a mod conflict
It added some DMV's for the npcs to do their driver's tests
and they are all bad drivers
Yes, Equalizer will give AI access to the KAR vehicles and they are not set up to be able to use them.
So they get stuck all over the place.
Consider Equalizer mod and KAR to be soft incompatible basically.
like it'll run, but the games won't be good
Will AI use modded aircraft on their own without equalizer?
if you add factories to produce the modded aircraft to the mission yes.
Equalizer has config settings it seems for ground vehicles so I will mess with those and see if they stop using ground vehicles or if I have to remove equalizer instead
Oh ye I haven' messed with the settings in it much. if it lets you disable certain chassis, just disabling all the KAR ones should fix the issue
It seems to have done so. So if anyone else runs into my issue it seems the config settings for KAR vehicles in the equalizer mod menu fixes it
What was happening is I spectated Altercation with 4 pilots on each side, and 3 would get planes and one would hop in a tank and drive down the runway, now after messing with the settings all 4 are in planes and modded aircraft are being picked without having to make each mission have factories. so problem solved!
GLA Postal Service
Took wrong vehicle
that is a very slow truck
oh my goodness i have found the fastest vehicel i can place this on
i know, but its the reason why servers just dont run it. You would just be running an empty server
hell id run one myself but its just not worth it for a 24/7 dedicated server
you can't host dedicated modded servers
afaik
you can
said who?
my dedicated server, i have experimented with it for when i wanna run it with friends
Does it run QoL?
im not aware of any incompatibilities
odd, last time I saw something about dedicated not being possible with QoL
as far as i know, i can shove any mod on there and call it a day
maybe that was an edge case scenario, unsure
could just be a QOL issue
it's possible QOL has something additional going on that prevents it from being used on dedicated servers, but the aryx mods/ternion/kar/bote all work just fine on dedicated servers
well, we ran into an incompatibility with the f-16
but other than that it's been fine
I mean, all things considered, modding NO is like a niche of a niche
when i got it started up, i didnt run QOL because i personally dont like it. but when i ran KAR, BOTE, f16, chimera, mig15, etc it worked fine
the game's playerbase is very small
BOTE is as "unbalanced" as QoL lol
so idk, personal taste I guess
I prefer fun over taking things too seriously, and I'm a decent player
yeah fair enough, i just dislike how much random stuff QOL adds. But to each their own in how they enjoy the game
lately there's always a few people on our modded dedicated server during the day actually
people just have to know they exist
(and prefer the same type of mods)
Though I do get it, my biggest gripe with QoL is: HELDS (Lasers) and deploying a fck load of AA at an airfield
of course, but there's a load of other mods people may not prefer, I'm not talking about QoL exclusively here
well we don't seem to have population issues really
it isn't like 20 people or anything but
its just indeed with how niche NO already is, you are diving into a niche inside of a niche, and then you have to find people who wanna play the exact same mods
there's people in there playing whenever i check lately
yeah low active playerbase
so i find the statements about it being impossible to run modded servers because nobody would join confusing basically
it does not appear to be true
it would be wayyy easier if you had servers still show up if you are missing mods but you would get an error with which mods you miss. (Ik thats asking a lot from the devs so im not too pressed that its not there)
i agree, it'd be nice if the server browser showed modded servers in a different way so that you could hunt down what you needed to play on them
atm we advertise in the regular servers and direct people to a discord with the exact list of mods they need
sorta cumbersome
The bug where you swap to manual gearing while >150kph and gear down to -1 to bug out the engine power still works if you want to go really fast with your demo bomb
It tends to lose control around 300-400 kph tho
and then if another two servers pop up, there will be no more players to house lol
Not a lot of people play this game, that's a simple fact
For 1 or 2 modded servers? You'll prolly find some people. Anything beyond that, it'll start thinning out
gentle reminder, this is a niche game
I like NO, it just simply doesn't have the playerbase, to have a ton of modded servers, given how many people play vanilla actively
right, and this is a different statement you're making now than you did earlier
where you said it can't be done
it can obviously be done
we are perhaps just one of those one or two servers
nothing prevents it
I said it was likely impossible with QoL did I not?
no
And then the conversation continued
where it was clearly clarified that you can
and I clearly stated I wasn't unsure, and asked
and I was then proven wrong, so idk what you're talking about
anyway, possible yes, feasible to upkeep, probably not
i mean you kept on replying to me trying to explain why it couldn't be done
but it is being done
where?
critzOS is hosting a kar/bote modded server
that's not what I meant
I can't see a singular message where I explicitly told you it can't be done after
if you interpreted it as such, that wasn't what I meant
I simply prefaced the preference of players and how getting the right people is already hard enough
I didn't say it was impossible
Where do I have this belief anyway lol, I know people play modded
#1488992920316018788 message
i am still only on the topic of dedicated modded servers
the quote i am replying to is still visible if you scroll up slightly
Yes, idk why you keep going back to a singular message that I already said was untrue and was fixed later on
by the conversation we were having
I was either wrong (or only partially right) about QoL not functioning with dedicated servers
Thatโs the โLADSโ if Iโm right
Yea
how do u spawn in bote
pick a mission with spawns created for botes....there's a few on the workshop
oh, and bigger botes can spawn smaller botes, like a dynamo can be spawned on to get a shard
#1488992920316018788 message
Update? What update?
date
Update?
What you wanna update??
This mods feels cool right now!
Any ideas what you wanna see next?
I hate to do this to all of us but @austere socket I have found another bug, it seems that every time you spawn a aircraft on the Dynamo and the Hyperion it -1's the vehicle count for the faction which very quickly sends the available plane count into the negatives and makes it practically impossible for those planes to be spawned ever again as the missions factories build them quite slowly.
When you are the ship
and use the spawner
Yeah
Bote
Boghog keeps delaying the update ๐ฅ
first time here, is it possible to pick up on a hoist hook a frien that is inside a ground unit?
sadly no
conversely, in boats spawning units duplicates the ship for some reason as non host, this is reliable enough to get rapid cash infusion with the hyperion into the tens of billions
what the hell
ok nvm, this is actually a bug with the chimera (I think) ๐ญ im giving false info
it's that guy who keeps playing as submarines in our matches!
subterranes?
what's the word for a ship that travels beneath the earth
that might be an issue with bote
that is defo bote
oh i think i know, it has some logic to return it outside of normal parameters so you can actually easily get it back with higher speeds or longer ranges, but i guess if you still meet the original requirements it still returns it normally maybe
hence you get two
just fixed
yeah they also donated like 9 billion dollars to the team last night which was surprising
the primevan economy hates this one simple trick
for some reason it only works as host with the mc-260 installed
idk but i can see the logic flaw so i've hopefully fixed it either way
The resupply for ships is currently bugged right? If i read correctly
no guarantee that the AI will actually work correctly yeah
if you do try it, i would stop the ship before it arrives, assuming it actually goes the correct direction at all
me
Must Argus Bote.

is there a way to edit the BOTE file so the NL-98 on the dynamo fire quicker ??
i feel like i do not understand how this mod works cuz i have not been able to find out how to use or select any units lmao
check the most recent 2 pinned messages, they can both explain a decent amount
thanks, it helped! mod is pretty cool and capable
they should switch the directions the ships spawn in to the opposit direction
it will be like that in the next update
Not sure if itโs a BOTE related issue, NO issue, or if the R9 is just pure dookie but sometimes when launching from any of the 3 ships, the R9 will flat spin after launch and hit the water.
Also, with the QOL mod having added R6 Longswords to ships, is there a way to implement that as well when selecting loadouts? Or is that not possible due to being 2 separate mods
r9 is fixed in the next update, it was a bote issue but NO's fault its weird, and R6's would be up to qol to add
i wonder if the ressuply mechanic will be fixed as well or reworked
For BOTE, Is the V.1.3.2(the version with the OP weapons) compatible with 0.33?
I miss my shard with the HGM-600
Actually lemme test that real quick
Is it only me experiencing a situation where the vehicles are tryna drive themselves on their own?
Im literally fighting the controls to stop the ground vehicles from just driving wherever
Check throttle
what do you mean throttle
oh
oh
Shift inputs can move the vehicle??
Proobably the reason then
Okay hell no it was NOT the throttle
The vehicles still tend to just brake or accelarate on their own with zero inputs
better yet, sometimes I get launched left or right off the road
Literally zero A/D or mouse inputs and I go flying
And for a moment the tank will not respond to braking or other commands
it happens, had an LCV drive itself like it wanted to fly off the mountain range I spawned in
If you're going very fast that's normal
If it happens at lower speeds, then that's not normal
Auto throttle and auto gears can lead to your vehicle just.. Reversing suddenly for no reason other then autogear switching from N to R for zero reason
if you have autopilot mod check the menu and make sure GCAS is off
even if the autopilot is disengaged that is
it just has to be off
Being positive is better
i love spreading misinformation
iirc modded ships are up to the (ship's) modder or some capable of making a submod to add
i didnt even realise there were modded ships lol
Submods will eventually happen just give it time.
If I was knowledgable in coding I would but yeah.. not enough time.
Holy crap is that a tiny ship in there?
Hell yes Ayrx.
I love tiny boats
anyone know how to deploy vehicles from the LCAC? I hit g/lower gear and the ramp comes down but idk how to make vehicles drive out
bote adds new keybinds
Thank you kindly
You do not understand how complex the inner workings of bote actually are
well, if they add them they add them
I wouldn't expect modded units to be added before vanilla units
ok
Bote isnt even updated yet to fix some Bugs nor was the Argus & Annex added, I am still waiting for that
i was just about to ask about that
keep in mind they way BOTE and KAR work is by making 'planes' that happen to be on the ground or at sea, so adding anything would be a similar amount of work as adding a custom modded plane i think
does anyone know why as a landing craft i can spawn in but not move?
all other KAR-BOTE stuff works and my other modded aircrtaft but not the landing craft?
i know its bound to the same thing as the ibis and its fans but im not sure how
custom axis in your keybinds should just work
arrow keys up/down
unless you've rebound em
Awesome mod, just started dipping my toes into it (and the game generally). This mod is a big part of my decision to buy this game. It would be nice if there were some KAR/BOTE missions included that had carriers and/or shipyards in them already (the 2 KAR single player missions included have neither) ๐
There are workshop missions that include ships and docks thankfully
Arrow up and down keys
plus any vanilla missions with carriers are not too bad, maybe I'd play with them through the Editor to change the positions if you want
Custom axis #1 and #2 if i recall
The Ignus map is pretty decent but its 100% better for bote
You can't really fight as a kar unless you get a brave soul with a LCAC
Now this does get me thinking, how will fighting be like on the new map?
Since its all land id love to see how KAR feels there.
I think suddenly people who play as AA only will be very valued
especially as SHORAD
T12 with a railgun + 20kw laser will beat up any ship that comes within like 25km of the shore.
though it may run out of ammo if trying to kill a carrier
Better ways to kill a BOTE, regardless, RGMs kind of cant be intercepted with the 20kW
so if you're datalinked you're kinda dead
you can probably trade with a corvette, though
you do rely a lot on having terrain to avoid missiles yes
how does one spawn a ground vehicle? I feel like itโs obvious but i canโt figure it out
at any spawn point click one from the row of ground vehicles at the top
forgot the reply
not seeing them, thatโs the problem
did you update your blueprinter?
i thought i did but ill check
forgot the kar file lol
thanks dude!
still struggling to drive the hover craft though. can steer but canโt go forward or backward
customaxis 1, same as ibis controls
ah, got ya
This should be pinned i reckon. I had to scroll through this thread to find the same answer myself.
What should I do, please tell me?
update blueprinter
Is there any way to remove this waiting?
Hangar busy can be outdated BOTE aswell
I do have to mention this. "All hangars for this aircraft are currently in use" tends to be a BOTE being outdated issue. "Not available here" is a Blueprinter issue
for some reason, I've seen a lot of people have 1.3.0 BOTE which causes that issue in particular
ah right, ill just chuck all the links here again
They're in the pins anyway iirc
yup
I usually just throw RAM-45-As and IRM-S2s on a truck and start driving
You can, I usually just slap a 155mm Cannon on the back of an MSV for indirect, then a Boltstrike on a Linebacker
yea you should clarify that lol
mb lol
all good i was just a bit stumped about that
but another fella not in the know may be disappointed at that
but yea the truck mounts C-RAM, 80kw, R9, Radar + 4 jammers, laser defense thingymajig and a ammo crate, FOB, helipad and uhhhh
idk what else on it's flatbed/container
So, not sure what this is, but whenever I have the main gun slot filled, the ship launches itself into the air, or otherwise self-destructs. Also, the process of launching sorties from the Hyperion causes it to self-destruct. I have a suspicion its my modstack, though I've cycled though them and can't seem to figure out which one it might be.
A friend of mine just installed the mod and his controls are inverted. Mine aren't though, but I can't see any obvious way that I fixed it
he probably has his axis inverted in the settings
for the low low price of deploying 2 HSV Munitions trucks, you too can have your very own space program!
(they get stuck inside you, causing you to hover above the ground, and when they eventually explode from the colissions you will go flying :3)
a Flying LCAC doesn't exist, it can't hurt you
a Flying LCAC:
can't match spawning 200 meters in the air as a destroyer
are the links in the start of the thread up to date
you can check the releases section if you're on the latest release
I think NOMM fetches the latest version of mods
so I think you'll be good whether you use NOMM or the github links
i cant shoot some weapons off of ships with unrestricted weapons, ie longswords turn on weapon saftey when i switch to it, is there a fix
There is no "fix" since it's unintended use, and WeaponSafetyUnlock mod which can mitigate it was taken down because of competitive players concerns.
Don't think so
what weapons are able to shoot from naval ships without locking the weapon lock
i second this bug, i tried setting up a strato battery and it got stuck
already reported
BOTE is expecting an update that fixes a lot of issues, LCAC included
who's making all these?
beautiful ship, if only we could play it
Man, I would love it if the mod makers could just continue to make us free content without constantly getting passive-aggresive comments
Put the 126mm turret and nl98's on your shard/dynamo if you're really so desperate
People make content that nobody comments on, the dream is to have people comment on it... You ain't completely wrong tho (I'm dying to play argus)
I am also very much looking forward to it! And I trust it will be done when it is done
I remember being the first one to tell Tyler the R9 was broken, I usually test stuff when I have the time
for some reason installing QoL fixed the R9
you want it so bad why not make it yourself? or just...wait
I'm an engineer, not a coder
then dont complain ig?
I didn't complain
little difference
I'm simply waiting, I didn't complain. I always told Tyler to take his time
I dont understand how that's passive aggressive
are you still fighting ๐ญ
yup
same
the FS-20 vortex be jumping everyone
Update is.....
REAL
https://github.com/MinecrackTyler/BoscaliOceanTrainingExercise/releases/latest
BOTE 1.4.0
-
Argus Class Frigate
-
Annex Class Carrier
-
Cursor Class LFD
-
CAMERA SWAP SYSTEM
- Use controls defined below to swap camera points while in cockpit view
- 2-3 points on all ships
- All ships include external cockpit viewpoint for better visibility
-
SINGLEPLAYER ONLY:
- Resupply - Player, swaps you to the resupply tarantula when it takes off, and back when it is destroyed or you eject from it, except a small delay for initial swap
- Emergency Swap key, press semicolon, will swap you to targeted aircraft, friendly only, use if any bugs happen with the above system (or just for fun)
-
CONTROLS:
-
Moved to new category: BOTE, rebinding required -
New Controls:- Call Resupply - Player, explained above
- Next Camera - Swap to next cockpit camera
- Previous Camera, Swap to previous cockpit camera
- Removed unused controls
big if true
Game breaking bug, the Frigate has a k instead of g... Can't play the game. ๐
is the LCAC r9 bug fixed?
(its part of the bit)
yes
is the bug preventing me from using my chicane turret to knife-fight fixed? (this is important)
Nice!