Jump to content

Recommended Posts

Mod is quite functional but I'm constantly tuning it. Will probably make another topic once I've made it all satisfactory. Meanwhile I hope it is a chance to get more ppl into modding this game!


List of changes:
- expanded ship names to include some what-if ships.
- Turret arcs and elevation angles edited on all warships when necessary iaw navweaps.com
- ships' healthpoints redone based on displacement. BB/BC is disp/1000, CV/CVE is disp/500, CA/CL is disp/400, DD is disp/135, SS is disp/120. Result value is close to game default but more variations and generally tougher ships. CV points is significantly higher, intention is to add some "tank" to the "glass cannon" and still able to launch planes after taking hits.
- All ships AAA strength x4. Result is AI heavy bombers about 3/4 chance of success, medium bombers 2/4 chance, attack planes 1/4 chance, vs 1 BB 1 CL 1 DD group. Rough about.
- Air strike coverage x 0.1. If a seazone had air strike coverage 1, it is changed to 0.1, in order to reduce abstract air strike events and reduce chance of heavy "one shot one kill" bombers.
- All ships have sonar and can detect and get targeting info on subs. BB main gun becomes no.1 sub killer.
- Sub torpedo salvo reduced, Type VII/IX max 2 torp salvo, Triton 3 torp salvo (AI can still fire 5 or 6), Type XXI 4 torp salvo. (Wanted to set XXI to 3 torp salvo as well but it locks up the AI action turn.)
- All ships purchasable from week 0 except Type XXI sub which is week 1 Dec 1941 when merchant tonnage bar raised to 700k.
- DDs torpedo loadout doubled as to have some spare after sub hunting.
- Experimental H-41 class BB changed from H-39, 68800ton, 16.5" guns, increased muzzle V, 6 planes, heavy flak. Way too strong, but meanwhile is fun to see working and a data points reference.

-TBD: uncensor all in game art. As someone lacking fundamental aesthetics and skill, hopefully a proper skinner would jump in. Ah well.

Credit to tj666 for the uncensored KM flag on warship 3D models. At least a part of it is done!


To use the mod: backup the folder "AtlanticFleet_Data" in the game directory. Extract mod contents and overwrite.

https://drive.google.com/open?id=173zIFvSvi39y-a89rX2n2lpSSoHVJZ6h

 

 

Edits made by a hex editor and Unity Assets Bundle Extractor

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..