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Some are a bit outdated and you even have to customize them yourself, these are often the ones that still mention “Deep Diver” as a class in the description.
Like navigation points, level, price, or a few other minor issues.
Because the game categorizes them somewhere, and some try to use them directly, although they no longer fit so well into the current game with their values, but often have designs and equipment that you want to use.
And so some adapt them and upload their own versions of them, some even of submarines that are not outdated, at all like the one this one is based on, because it has a good design.
Therefore, when uploading, specify what the original is, and also change something and not upload the same one to one.
Everywhere I have ever written, I am automatically notified by Steam, or what I have subscribed to.
Before I play or when I come out of a game and it lights up, I go through everything quickly, and for some I then write something. ( Even if I don't know who I'm replying to. )
And I always write detailed texts, and since some modders need longer until a problem is solved, and everyone can customize the submarines themselves, I then write info what you can do than having to wait days.
@Moon-Shadow how is it that each time I post on this ship - you're the first one to reply with a whole essay ready? :D
I don't know how it is with the modder but last time it always took a few days until a problem was fixed.
Take the submarine in the editor and look at the waypoints and recalculate them, and adjust if necessary, then save the submarine with any letter or word after the name again and a price of so low as possible it then automatically sets a price between 1'000 to 10'000 because of parts quantity and size I do not know how much it is with this, but should not actually reach 6'000.
Then you can swap it for the new one, with Buy.
And if you start over at some point and it has not yet been fixed then adjust the price on the submarine to the original and then play with it.
A value that you can see in the editor.
But the submarine should have a lot of power, because it actually charges everything directly into batteries, and it is not directly, and it is not divided like others.
I don't know if batteries have a charging speed limit, which would also limit high values from a reactor.
Of all the subs I've looked at in the editor, only looked at a couple to see what the reactor is like, but this is 1 of 2 or 3 I've seen that have the reactor directly to battery, and not directly to devices, haven't looked at what power batteries have.
If batteries have a charge speed limit, you need to have more batteries. / More than you normally have.
Quite simply, don't wait for the answer for something so simple that you can easily check yourself until someone has time to check or even the modder sees that there is a message give.
Subscribe to the submarine, drag it to the active list in the game, confirm, then load the submarine in the editor in the game, good is this one is also called in the editor like here.
Then click on reactor and see where the power for it is and how much it is.
And if it does not suit you, change the values and simply give the submarine an additional name when saving so that you can buy the right one.
Since you have to install sensors for air in the submarine, or other sensors can also take over this and were not set for this.
Now I'm also interested in how it works, so I'll have a look at it later.
Since I also customize one of the submarines that is like the “Wellerman” from the collection of “Doge Shipyard selection”.
The info would probably be important for the multiplayer, where players check the status to see if something is broken somewhere, as then you don't know when you suffocate, bots on the other hand repair everything immediately without having to see a status anywhere, the problem should probably be fixed if someone wants to use it in multiplayer.