Installing Custom Content

How you install custom content depends on whether you’re manually installing the files or if you’re downloading them off of the Steam Workshop. If you’re installing off of the Steam Workshop then installation is done automatically for you and you can simply launch the game once the content is downloaded and it will be available.

Manual installation

Manual installation allows you to access mods offline as they don’t require Steam’s APIs to fetch. Another advantage of manual installation is that you can organise your content so the game neatly categorizes everything for you.

All mods go into the User folder, which is found next to the game’s executable.

Ships

Path: User -> Mods -> Ships

Custom Ships use either the .ship, .shp or .csf format to indicate the V1, V2 and V3 ship formats. The ships folder is categorized so placing files in a sub folder correlates to a category in-game. Leaving ships files in the root of the folder will have them be moved to an Uncategorized folder when the game launches.

Ship categories are named after the folder the files are in.

Tracks

Path: User -> Mods -> Tracks

Custom tracks use either .trk or .wtrk to indicate raw track files and workshop track files. The tracks folder is categorized so placing files in a sub folder correlates to a category in-game. Leaving ship files in the root of the folder will have them be moved to an Uncategorized folder when the game launches.

Track categories are named after the folder the files are in.

Track Caches
When the game loads a track it must open up the track scene to load its menu data. For large scenes this can be a lengthy process so the game will cache the data for subsequent launches. If a track updates its frontend data you’ll need to delete the cache file for the track to refresh it.

Track caches can be found in User/Caches/Tracks

Campaigns

Path: User -> Mods -> Campaigns

Campaigns use .XML for the event definitions and either .MP4, .WEBM or .PNG for the campaign graphic. The campaigns folder is searched recursively so entire folder hiearchies can be made to organise campaign content. If you’re distributing a campaign it’s recommended that you publish everything in a folder that people can easily drag and drop into the campaigns folder.

Ingame Music

Path: User -> Mods -> Ingame Music

Ingame music can be either .MP3, .WAV, .FLAC or .OGG. Placing music in sub-folders will create playlists for your music that you can select from the options menu. Leaving a song in the root of the directory will make that song part of the global playlist, which ignores all folders and plays everything.

Sounds

Path: User -> Mods -> Sounds

Custom sounds need to be in .WAV format and in a sub folder. The sub folder defines the sound pack which you select from the options menu. For file names, see the in-game soundpack helper menu.

Code Mods

Path: User -> Mods -> Code Mods

Code mods are either raw .cs files or pre-compiled libraries and are placed in a sub folder. If providing a pre-compiled library, the file name must be the same name as the folder it’s in. If letting the game compile an assembly from the raw .cs files, the resulting DLL will automatically take the folders name.