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[ALL] US Dual 5''/38 Blast Bag Mod
Admiral_Bingo replied to Admiral_Bingo's topic in Graphical Modifications
Hmm. Can you tell me more how you installed it and what folder you copied it to? -
Introduction Way back in the years before 2020, the familliar dual 5''/38 caliber gun that many of us would associate with Atlanta's main battery and high tier American secondaries used to have dark blast bags that would wrap around the barrel and the opening of the turret face. This small detail gave a distinct look to the gun mounts and were visually appealing to some people including myself. Somewhere along the line in 2020, the model of the gun was reworked to be more proportionally accurate to real life design, but the blast bags were removed altogether. In this mod, I reworked the current model of the gun to include a simplified version of the blast bags, which would be a representation of what they would look like on many American cruisers and battleships in real life. Below, you can see a comparison of the mount currently in game and what it would look like with the mod equipped. Some important things to note about this mod: - The mod replaces the gun model of every American ship equipped with this mount, which implies a large scale change. You will see a lot more dark blast bags on American ships. If you prefer seeing the mounts without blast bags, then please avoid using this mod. - I am aware that some American ships were not seen to have blast bags on their dual 5''/38 gun mounts. Unfotunately, I cannot make exceptions to specific ships since the game client assigns the same model to multiple ships in game. - Due to some limitations with modding, the blast bags are simplified to static models, meaning they do not stretch when the gun elevates. They still however elevate with the barrels and recoil when fired as the main battery. - The darkness of the blast bag was set to roughly match the colour of the blast bags from other American guns. If you would like to adjust the colour of the blast bag to make it lighter or darker, you can edit the texture files inside the mod using a tool like Paint.net. Refer to the spoiler below to see where the colour of the blast bags are located. Additional Screenshots Installation 1. Extract the .zip file provided in the download section below. 2. Copy the contents inside (namely the content folder) to the following directory: World_of_Warships\bin\<highest number>\res_mods If you are not sure where to find the World_of_Warships directory, You can find it in the WGC launcher here: Or for Steam users: Download Download Link (Google Drive) Models and textures sourced from the game client (including current and previous versions). Special thanks to @AstreTunes for providing the tools and knowledge necessary to make this possible as well as @HMSMaidNelson for his support in making the mod.
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HMS Lancaster HMS Lancaster represents a never built British light cruiser based off a "repeat Belfast" design, which featured numerous improvements over Belfast and Edinburgh including improved deck armor, increased stability, and more advanced fire control. The project eventually evolved into the Neptune class, which ended up being cancelled due to budget cuts. History Some important things to note about this mod: - This model was put together based on textual references and feedback concerning the design. The actual plans for the ship are locked away in an archive that I do not have access to so everything that you see in terms of design are "best guesses" based on textual references and British light cruisers in that time period. - For gameplay purposes, the design was lengthened by a couple of meters to best match the size of Neptune's hull. - Unlike my other mods, this ship comes with the choice of TWO camouflages so pay special attention to the instructions in order to install them properly. The first camouflage represents Admiralty Standard Scheme A . The second is a very reflective "Age of Steel" camouflage. Additional Screenshots Installation 1. Extract the .zip file provided in the download section below. 2. There are TWO main folders inside it. If you want the normal camouflage, then copy the contents inside the Regular folder (namely the PnFModsLoader.py file and the content and the PnFMods folders) inside to the following directory: World_of_Warships\bin\<highest number>\res_mods If you want the "Age of Steel" camouflage, then copy the contents inside the Camo folder (namely the PnFModsLoader.py file and the PnFMods folder) inside to the following directory: World_of_Warships\bin\<highest number>\res_mods If you are not sure where to find the World_of_Warships directory: You can find it in the WGC launcher here: Or for Steam users: Download Download link (Google Drive) Models and textures sourced from the game client (including current and previous versions). A very special thanks to @lolpip who requested me to work on this project and has provided a lot of help with figuring out the details of the design of the ship itself as well as @HMSMaidNelson for his great help and support with the development of the model.
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Developer Diaries: Trouble in the Hot Tub
Admiral_Bingo replied to WoWsNewsBot's topic in News And Announcements
I'm glad to see that the Developer Diaries series is starting up again! It's been a quite a long time since the last episode. -
Caption the profile image above you.
Admiral_Bingo replied to HowitzerBlitzer's topic in Forum Games
"Still can't get your head unstuck from that wall?" -
[ALL] USS Flint CL-97 Model Fix
Admiral_Bingo replied to Admiral_Bingo's topic in Graphical Modifications
Greetings, For this mod, all the .misc files are actually combined in one model and the textures are rebaked to a single map. This would be the deckhouse texture in the mod so if you would like to edit the shading on that, you would need to open the file. I usually directly upload them to the forum via an attachment by drag and drop. -
So I Get On The Forum To Find This !
Admiral_Bingo replied to tm63au's topic in General Game Discussion
On the bright side, Minotaur will most likely have her model updated soon... hopefully -
How did I receive this free Tier 8 premium ship?
Admiral_Bingo replied to Zimmerit23's topic in General Game Discussion
I also have a similar story: A few years ago a Tirpitz just popped up in port for seemingly no reason and upon doing some investigation, I apparently won some recruitment contest thing that I didn't know that existed Well congratulations! I hope you will enjoy the ship! -
[ALL] USS New Jersey 1980's for Iowa
Admiral_Bingo replied to HMSMaidNelson's topic in Graphical Modifications
I can confirm this is the case. I work closely with Jupiter and both of our mods are done in a way that they should not conflict with each other. -
Like Ensign said, you can get her right in the armory after the campaign but it won't come with the special camo that's available with the sequential bundles if I remember correctly.
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Fun fact: USS Johnston in terms of her design as a square bridge Fletcher would be nearly identical to USS Black if her model in-game was updated to correctly match her WW2 config. Make of that as you will.
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For the most part, I've been enjoying Operations a lot and I don't mind some difficulty. Although, I do notice that especially in Hermes, the bots seem to like to focus cruisers down really hard in spite of whatever distance you keep from them. It becomes especially noticeable when the game only queues in 1 or 2 cruisers for that operation. So I can see why some people might not have such a good experience from that.
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USS Flint CL-97 In game we have several Atlanta class cruisers, namely Atlanta herself, Flint, San Diego, and Chumphon. Out of the three ships that were constructed in real life, Flint stands out as being part of a modified group often known as the Oakland sub-class. The most notable difference as noted in game is the improvement of anti-aircraft guns and the removal of the two wing turrets, resulting in the Oakland sub-class having four less guns than what we have as Atlanta in the game. However, one additional difference that the game doesn’t fully capture is the vastly different bridge and superstructure, thus making the model that we have in game which resembles Atlanta mostly inaccurate. This mod attempts to recreate USS Flint CL-97 just as she was built in real life with the reworked superstructure layout as well as other updates to the model including but not limited to directors, ammunition clips, searchlights and so on. All the available camouflages in game will also work with the ship with no issues. The main differences are noted in the screenshot below (original model left, modded model on the right) One thing to note, as much as I tried to keep a close eye on historical accuracy, I may have overlooked some things due to a lack of references on USS Flint herself. If you happen to know certain features that I missed, I would greatly appreciate your feedback so I can update the model. More Screenshots Installation 1. Extract the .zip file provided in the download section below. 2. Copy the contents inside (namely the PnFModsLoader.py file and the content and the PnFMods folders) inside to the following directory: World_of_Warships\bin\<highest number>\res_mods If you are not sure where to find the World_of_Warships directory: You can find it in the WGC launcher here: Or for Steam users: Download Download link (Google Drive) Models and textures sourced from game client (including current and previous versions). Special thanks to @lolpip for helping out with the model details and @jupiter_astrofighter for the cover picture, as well as Seth_Weston (NA), @EmptyFrozer, and @YohaneTsushima for participating in the screenshots and providing feedback.
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[ALL] USS Lexington CV-16 Essex Class for Lexington
Admiral_Bingo replied to Admiral_Bingo's topic in Graphical Modifications
I am planning to work on updating that just as soon as I finish with my USS Flint project :) -
Are Bots reading our keystrokes?
Admiral_Bingo replied to Rocketdog2300's topic in General Game Discussion
I wouldn't be surprised since the AI has to have some sort of aspect to predict how the opposing player acts just like any other human player would and the easiest way imo to do that is to have some of the player input taken into account for the bot's behaviour. But that's just my best guess.