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mounts.csv
The mounts.csv file holds the information for all mounting points on every part in the game. The order of the list goes: torpedoes, barbettes, funnels, main towers, secondary towers, hulls, and guns
Carries the information for a mounting point. The numbers here should not be changed, and any new mounts should be given an index of -1.
Determines whether a mounting point is active (1) or inactive (0). All mounts are set to 1 be default.
Specifies the part hierarchy path of the mount. Defines which part model the mount will apply to.
Specifies what angle an object will be facing when mounted.
Specifies the 3D location of a mount, given by coordinates (x, y, z). x is the left/right location, with positive being the left of center and negative being right of center when looking straight at the front of the model. y is the vertical location, with positive being up and negative being down. z is the fore/aft location, with positive being closer to the front and negative being closer to the back of the model.
Determines whether a mount is a center mount, a side mount, or any. Any is the default setting.
Specifies what part types a mount is used for. A list of all valid parts can be found at the top of the file.
The smallest gun caliber (in inches) that can be placed on a mount. A value of zero means that any caliber of gun can be placed.
The largest gun caliber (in inches) that can be placed on a mount. A value of zero means that any caliber of gun can be placed.
The minimum amount of barrels a gun turret must have to be able to be mounted. A value of zero means that all turret types can be placed there.
The maximum amount of barrels a gun turret must have to be able to be mounted. A value of zero means that all turret types can be placed there.
Specifies which collision checks a mounting point will make. A list of all possible collision checks can be found at the top of the file.
Determines how many degrees to the left that a gun can turn while still being able to fire.
Determines how many degrees to the right that a gun can turn while still being able to fire.
Unsure.
Unsure.
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An easy way to find the location of a mount is to open the model of the part in Blender. When using local coordinates in Blender, the x, y, and z coordinates will match the ones used in the position column.
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Meshes for Blender can be found here. To use the file in Blender, open a new file, go to File -> Import -> Wavefront(.obj) and select the mesh you want to view. Note that the name of a mesh does not necessarily match the name used in the Part ID column.
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If
taf_hot_reloadis set to 1 in params.csv, pressing the F9 key will cause mounts.csv to be reloaded and any changes made to the file will be instantly applied. This works everywhere except for the campaign designer, you will need to exit the designer, hot reload with F9, and re-enter the campaign designer in order for it to work properly there. The file cannot be open while this is happening, or it will fail. -
Mount sizes scale based off the scale of the parent part, meaning that the minimum and maximum gun calibers are multiplied by the scale of the parent part and truncated to the nearest whole number (Ex. on a part with a max gun caliber of 8" at 0.99 scale, 8 x 0.99 = 7.92 -> 7.00, so the max gun size allowed is actually 7". Conversely, a part with a min gun caliber of 4" at 1.3 scale, 4 x 1.3 = 5.20 -> 5.00, so the min gun size is actually 5"). Be aware of this when making new mounts.