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Really the only thing I find myself wishing for is a coherent set of subs meant to be taken through the campaign progression for each class.
I think you've got a good finger on the pulse of what sub should and shouldn't have. Although if you intend these to be used in vanilla campaigns (i.e. not with Barotraumatic et al), they might all be a bit on the strong side. Might be worth cutting some of the numbers on engines, pumps, hulls to let upgrades shine more. Not that vanilla upgrades would knock anyone's socks off...
Submarine progression set? So you mean like a tier 1, 2, and 3 submarines that are sort of continuation/evolution of each-other? Yeah that's a neat idea.
Also yeah when I get to making another batch of subs I will definitely be doing more tier 1 & 2 scout and cargos. If I may ask; what sort of things might you want to see different on a future cargo ship that hasn't been done yet? ( compared to the Revuk for example )
Regarding possible future mod work, I really miss EK utility.
- Red is reactor heat as you guessed.
- Green is reactor fuel, yellow is battery charge.
(On some of my later submarines this is reversed, so yeah it can be confusing.)
- Blue is the submarine's current depth.
(On some later submarines I give X and Y coordinates instead, but for this one I just thought depth would be useful to know at a glance for things like suit crush depth, since the nav terminal UI itself doesn't actually tell you your position.)
There is a longstanding bug with nav terminal auto control where it doesn't take into account engine upgrades (or helm skill, if playing with mods that allow >100 helm skill to be acquired) so the PID breaks.
I suppose I'll do a little bit of experimenting and see if I can come up with some workaround.
As for mods there is a tiny chance I might do some new stuff from scratch, an "EK 2.0" of sorts - since alot of depreciated stuff being based off of game mechanics and features that were changed or removed is kind of pointless to keep maintaining. The "best" features from previous mods will be returning (where possible), Dockyard & Gunnery for example will probably be the most likely to return, and I will probably include ship ammo types for the vanilla guns as part of Gunnery 2.0 instead of Armory (the reason why vanilla turret ammos are part of Armory right now is because it was the only 'mod pack' I had released at the time).