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Updated filters as new entries added to base game.
Corrected helm limited by speed to handle both directions properly.
When away from shallows I'm not sure the depth under keel is working right.
Update:
Various minor changes based on play.
= Bow tweaked again for the combination of easy swim-jump on vs sea performance
= Rear side ladders no longer have gaps for easier grab in rough seas
= Front ladders still spaced as there in things on the other side in those gaps
= Stern adjusted to have swim-step-jump platforms though may affect stern dock if the docked item is flat wall on its bow
= Each engine has its own circuit breaker. More of role-play for repair allowing one to be off for "maintenance"
= Fuel balancing board got a label to help explain it
= Extra side search lights primarily for better views when on docks
As always I am interested in hearing stories and suggestions of my workshop items.
In these conditions you >may< wish to stop normal course and path waypoints to steer with the wind, possibly under heading hold autopilot. The weather sensor is specifically in view on the bow for the pilot to align it to have the ship either running with or against the wind for safety.
1) added name to an indicator on bridge for master power
2) fixed range on a dial, engine room roll indicator
3) added small steps in the bridge so you can look out without being in seats
= Stern deck stores adjusted to include on each side flare gun and flare reloads as another means for light when diving
= fixed stbd diving flares missing logic electrical
Added diving flares. Controls are on the stern deck. These fire illumination flares downward at max velocity which doesnt really get them to far before they start floating up. The system should still provide helpful light to divers in the water making it consistent with the "adventure" nature of the ship.
This is in addition to the topside illumination and smoke flares.
Handheld radios added. Originally was thinking that these days multiplayers will probably be on a discord or other chat service. Decided to include handheld radios. 3 in bridge color coded to the stations (gold, blue and white), 1 red in seating area by medical attendant so there can one for each of 4 multiplayer. Additional 2 added in the stern locker as replacements.
Briefly had taken out the handheld oxygen in the seating area but them back in. They are there if you some how flip the boat or are otherwise sinking to evac crew and some passengers.
If you have strange helm behaviour especially when docking/undocking a common cause is a user error, I've done it too, where you left the heading hold autopilot on. Remember when coming in to dock or launch make sure the autopilots are both off or they will start cranking over the helm.
= Bridge to bow door flipped to open on the other side. This is as, as least myself, come out of the pilot chair on the port so having it open the original way was slowing movement. It still opens inward but now to starboard for a smoother flow. This is also an example of level of operational detail that go into my designs.
= Switches for external crew and work lights given or adjusted names
One playtester asked about the this.
At low speeds it is capable with the usual A-D steering to get a lot of turning power. This involves the azimuth style mounted propeller. It will get into a roll angle. This powerful turning is for "adventure" steering like position amid a rescue ship in powerful storms or emergency avoidance of terrain. In those situation getting the turn rate is more important than crew comfort.
In calm conditions, like docking, the bow thrusters (seat #3 and #4) and stern (#5 and #6) can smoothly pivot in place or shift sidewise.
If you want an even more powerful turn you can add the thrusters in diagonal pairs 3&6 or 4&5 and that can be done in addition to the A-D azimuth steering.