Skip to content

CustomNavalPhysicsParameters

v1.4.8

Overrides buoyancy and drag on the NavalPhysics script on the same entity. Debris props use it so a barrel does not float like a ship.

Find placed ones in the Scene panel with s:CustomNavalPhysicsParameters. See Filter.

Where you put it

Add the script to the same entity as NavalPhysics. Floating props and buoys do this. A ship with MissionShip ignores these numbers: naval physics only applies them when that entity is not a mission ship.

What you set

NavalDLC\Prefabs\editor_barriers.xml stores the full row list. Declaration order matches that file.

Panel field What to do with it
BehaveLikeShip On: ship buoyancy reference. Off: debris reference. Vanilla props leave it off.
FloatingForceMultiplier Scales the upward float force. Default 1. Props use a small number.
LinearFrictionMultiplierRight Drag to the right. Default 1.
LinearFrictionMultiplierLeft Drag to the left. Default 1.
LinearFrictionMultiplierForward Drag forward. Default 1.
LinearFrictionMultiplierBackward Drag backward. Default 1.
LinearFrictionMultiplierUp Drag upward. Default 1.
LinearFrictionMultiplierDown Drag downward. Default 1.
AngularFrictionMultiplier Spin drag as three numbers. Default 1, 1, 1.
ContinuousDriftSpeed Passed to the naval physics as a constant drift. Default 0. Prefabs store the row as ContinousDriftSpeed.

What it does

When naval physics initialises on an entity that is not a mission ship, it reads this script. BehaveLikeShip picks the ship or debris reference. The friction rows scale linear and angular drag. FloatingForceMultiplier scales the float force. Each editor tick also pushes ContinuousDriftSpeed onto that physics script.

Where it lives

Managed script. Loose prefabs: NavalDLC\Prefabs\floatable_props.xml and NavalDLC\Prefabs\editor_barriers.xml. More copies are in NavalDLC\AssetPackages\nested_prefabs_packed.xml.

Examples

Door slab, barely buoyant. floatable_props.xml, entity floatable_door_top. BehaveLikeShip off, FloatingForceMultiplier 0.030. The other rows are left at default, so they are not in the file.

Barrel. Same file, entity floatable_barrel. Multiplier 0.700.

Planks. Same file, entity floatable_bd_planks_a. Multiplier 0.010.

Winery prop. Same file, entity floatable_shop_prop_merchantwinery_c. Multiplier 0.210.

Big buoy, extra yaw drag. editor_barriers.xml, entity buoy_big_a. Multiplier 0.150. AngularFrictionMultiplier is 1, 1, 10. Drift is 0.

Small buoy. Same file, entity buoy_small_a. Multiplier 0.300. Angular friction stays 1, 1, 1.

Packed debris barrel. nested_prefabs_packed.xml, entity floatable_debris_barrel_a. BehaveLikeShip off, float multiplier 0.400, drift 0, linear friction all 1.