Vehicle Equipment Grids

by Kryzeth

Simple mod that adds equipment grids to vehicles in a sensible manner (no more exoskeleton legs in cars or trains or boats or planes), and adds a replacement vehicle specific speed booster equipment. Compatible with SE Space Trains, Fusion Trains, Flamethrower Wagon, Aircraft, AAI Vehicles, Cargo Ships, Radar Equipment (and more!).

Tweaks
2 days ago
1.1 - 2.0
1.29K
Transportation Trains

i [Implemented as New Mod] Customizable equipment grid

2 days ago
(updated 2 days ago)

Please make it possible to customize the size of the equipment grid in the mod settings.

2 days ago
(updated 2 days ago)

I believe that would be feasibly impossible... apart from some trains, every vehicle equipment grid is unique to itself, and when you factor in the various mod support, the list of vehicle grid settings to adjust would become increasingly long. Twice as long, considering each grid is made up of 2 dimensions, and it's easier to read these settings if they are individual numbers, rather than a combined string or list of strings.

It might make more sense for you to use.. wait, is this the only vehicle grid mod on 2.0? That doesn't seem possible, there were so many other mods that did this in the previous version. I was gonna recommend the one by Optera, but it's not updated yet. Weird...

I mean, what exactly did you want to customize? If it's just vanilla vehicles, it wouldn't add too much to the settings list. If you wanted to customize every modded vehicle, that would be a bit too much.

EDIT: Actually, now that I think about it, it might be possible to do this as a separate mod, reliant on this one to create the grids, and then apply the customizations dependent on which vehicles exist. Then cram all the additional settings into that mod instead, so that the main mod doesn't get bloated.

2 days ago

I didn't mean setting up a grid for each vehicle, but a general setting. Let's say if you set 8x8 for a car, then for all the cars on the map the grid will become 8x8, different grids for each car, I think that's too much. There is a mod with a Humvee, where the author allowed you to set up a grid for a Humvee as desired in the settings menu, one line for vertical settings and another line for horizontal settings.

2 days ago
(updated 2 days ago)

The problem with that is that some vehicles are better, or higher in the tech tree compared to others, and some vehicles can't be simply classified that way. Even with the "car" example, in the code, the tank is technically a car, but they clearly shouldn't have the same equipment grid, so that would be two different grid settings. The aircraft mod has like, 3 different tiers of aircraft that are all on different parts of the tech tree, so each of those would require their own settings. AAI vehicles (while maybe not yet updated to 2.0, but could be in the future) are all different variations of car/tank, and all use different grid sizes depending on their place in the tech tree. There are also mods which add variations of the tank that are technically a tier higher than tank, so that's another new grid to customize.

Then there's the boats and miners and various other kinds of vehicles that won't fit neatly under any set of definitions or categorization; that's what I mean by ballooning the number of settings, especially when each would require 2 lines. The alternative is just doing what Optera's version of the grid mod does; setting them all to the same grid size (which is not how I want to do it)

2 days ago
(updated 2 days ago)

Looking at the various grid sizes currently in the code (including vehicle mods) there are some overlaps.

  • For vanilla, car is 6x4, tank 8x6. Relatively simple so far.

Now adding in all ground-based mod vehicles:

  • AAI Flame Tumbler is similar enough to the car, so it uses a similar 6x4 grid
  • AAI Flame Tank is easier to acquire than the real tank, but better than the car, so it uses 8x4 (differs from both car and tank)
  • AAI Hauler uses the same grid size, 8x4, since it's big
  • AAI Warden as a support vehicle, uses the tank's grid size (8x6)
  • AAI Laser Tank is harder to acquire than the tank, so it uses a 10x6 grid instead
  • TeslaTank is similar to the Laser Tank, better and more expensive than vanilla tank, so uses a similar 10x6 grid

Then we add in AAI Miners as the final ground-based vehicle, which has 5 different tiers of miners, going from 4x4 to 6x4 to 8x4 to 8x6 to 8x8 (which introduces 2 more grid sizes that weren't used in the previous group of vehicles.

Then we add in the various Aircraft-related mods, which have similar grid sizes as the ground-based vehicles, but probably shouldn't be considered in the same group, so they would have to get their own set of grid settings.

  • The base Aircraft mod uses its own mod settings for the grid size, but we add an 8x8 to the Cargo Plane, since it's big.
  • Raven had an 8x4 grid since it's small.
  • Hovercraft and Lex Aircraft both had their built-in grid settings

Then we move on to the train-related entities, which should also probably not share grid settings with either car/tanks OR aircraft related grids, so that's an entirely new set of grid settings to work with.

  • For vanilla, all trains use 8x4 sized equipment grids
  • Except for the artillery train, which gets an 8x6

  • Nuclear Locomotive also gets an 8x6, for being an upgrade of the vanilla train

  • Better trains added multiple tiers of each train, going from 8x6 to 8x8 to 10x10
  • ElectricTrains will either copy the vanilla train without space age, or uses 8x6 with space age (since it's tech-locked to another planet)
  • Mini Trains, Construction Train, SE-Space Trains, and Electric-Trains (different mod) just copy the vanilla grids

So yeah, it's not as simple as you might believe

2 days ago
(updated 2 days ago)

Uploaded a new mod which may have the functionality you need. Mod settings will appear and disappear depending on which vehicle mods are currently enabled, with only cars, tanks, and train settings by default.

I've only included functionality for mods which have been updated to 2.0, so any other mods will need to be added at a later date, but this should be good enough for now, I think.

2 days ago

Your idea is definitely interesting. I'm looking forward to the AAI vehicles update. Earlier, on version 1.1, I made a small patch for them with the same grid for all vehicles and it was enough for me. This grid included: 1 reactor, several batteries, 4 shields and 4 lasers. But if we take the AAI Flame Tank as an example, we add a grid of equipment and install lasers, then the point of its flamethrower is completely lost, and the point of the tank itself is also lost. But this tank has such a cool model, it reminds me of the flamethrower tank from С&C Tiberium Wars 3 for the Nod faction. Maybe some of the players would like to set up one grid for a cargo plane and another for a bomber, but for me one setting would be enough for almost all the equipment and this is a little unfair, because I would set a 10x10 grid.

2 days ago

Lasers unfortunately kill the whole point in a lot of vehicles.

2 days ago

I even had enough ai vehicles chaingunner until the very end of the game on 100% difficulty in version 1.1. I just drove around and shot bugs with lasers in my power armor 2.
There was even a challenge to not get stuck in the acid, because when you encounter big bugs, it ends with running away from a crowd of angry bugs to the music from the Benny Hill show.

a day ago

There was even a challenge to not get stuck in the acid, because when you encounter big bugs, it ends with running away from a crowd of angry bugs to the music from the Benny Hill show.

That sounds hilarious lmao. I vaguely remember doing something similar, after installing a bunch of enemy related mods, to pair up with the shiny new military weapons. Turret creeping with the chaingunner was too fun

As for the other comment about lasers in vehicle grids, they are unfortunately, the most optimal equipment to use for many vehicles. Only options are to either forego them entirely, as a matter of personal honor, or just give in to the temptation and use the most optimal weapon.

Personally, I can't wait until more equipment mods are added, like the new radar equipment that works great for basically all trains to provide a field of vision, without requiring constant radar all across the track. I was also interested in the gun equipment mod, which takes bullets from the inventory as automated weaponry when placed in a grid, but unfortunately, it doesn't natively work in vehicle grids (might be looking only for player inventory). That would be a fun alternative to putting lasers in vehicles

a day ago
(updated a day ago)

Oh yeah, an automatic minigun or machine gun in a car would be great. Machine gun turrets are automatic, so why not install one on a car? I often use grappling gun from the mod, and there is a very unpleasant thing happens when I have a launcher with a nuclear bomb in the slot, guess what happens in the middle of the base).

a day ago

LOL I can guess; that sort of thing happens to me all the time when I have the wrong weapon selected and accidentally tap space, shotgunning the build in front of me. Can't imagine making the same mistakes with nukes lmao.

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