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mounts.csv

prontotorpedo edited this page Nov 21, 2025 · 3 revisions

This page is a WIP!

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

Explanation of all columns in file (left to right)

@index

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.

enabled

Determines whether a mounting point is active (1) or inactive (0). All mounts are set to 1 be default.

parent

Specifies the part hierarchy path of the mount. Defines which part model the mount will apply to.

rotation

Specifies what angle an object will be facing when mounted.

position

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.

mount_pos_type

Determines whether a mount is a center mount, a side mount, or any. Any is the default setting.

accepts

Specifies what part types a mount is used for. A list of all valid parts can be found at the top of the file.

caliber_min

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.

caliber_max

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.

barrels_min

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.

barrels_max

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.

collision

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.

angle_left

Determines how many degrees to the left that a gun can turn while still being able to fire.

angle_right

Determines how many degrees to the right that a gun can turn while still being able to fire.

orientation

Unsure.

rotate_same

Unsure.

Tips for Creating Mounts

  • 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.

  • 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.

  • If taf_hot_reload is 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.

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