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I'll take a look at that and see if I can figure it out well enough to give it a shot, both sad and happy to know that its a known thing if you try to add subs to a playthrough... Rather odd that it works like that though
About using steam workshop ships in an ongoing campaign, this apparently isn't possible, unless you edit the savegame:
https://steamhost.cn/steamcommunity_com/app/602960/discussions/0/2969524117981890809/
- I haven't made any other sub (well, ok, the spec-ops shuttle but it's only part of this one). This is the largest size I'd like to play the game on, just because the inter-personal dynamics you get from a "smallish" sub are much nicer than on large, cluttered ones.
- I'm sort-of updating the sub when I play the game, but I haven't played in a while. That said, I can have a quick look how it performs in game now
- No idea how adding it in an existing campaign would work. I haven't done anything to prevent it from being loaded, and if anyone has an idea what I'd have to change I'd happily do that.
Can you purchase this sub in game? I added the mod to an ongoing campaign, but I can't seem to find this sub to buy at all when looking for it. Can you only start the game with it then by chance?
Are you still updating this mod?
And have you made any other subs as well, you wouldn't happen to have made, or be working on a bigger version or just a bigger sub with your level detail as this by chance, would you?
@SToolypid, touching grass :D
Ballasts are getting spookier too ;)
1) disable the Steering junction (switch to red in electrics), and
2) toggle one of the small "Flora Drain" switches next to the Steering junction
That said, since a few people seem to have problems with that I'll rework that for the next update.
But I just confirmed in a test game that both switches work, the small hatches on either side open for me. Don't know what else that could be unfortunately, mod conflict maybe? If you have a bit of time you could also try opening the ship in the editor and see if it's still bugged there.
So I was able to get the front one working with the switch on the right. I assume the one on the left is for the rear ballast tank but I couldn't get that one to open.
@Crackpot Hm, that should work. The Steering junction has to be off (control switch red), and one of the two small cross-flood switches next to it has to be off (red) as well. If both are off, the respective cross-flood hatch should open. If not that's a bug.
1) Game-mechanically it's too cheap. It originally was 6500 IIRC, but I already bumped it to 8000, the max in normal MP campaigns to still be able to select the ship from the start (I just hate changing subs mid-game and when I host I want to start with my ship). To make up for that a bit more I usually set supplies to low as well, but overall I wished there were better pricing mechanics, or "unlocks" along the campaign (e.g., only start with 2 guns, but be able to unlock 4).
2) Lore-wise, you could make the argument that it's a small-ish sub, so it uses fewer but more high quality resources (and more intelligent wiring) than much larger ships. After all, logic components and "general floor layout" are cheap, but make up most of the ship's performance.
Looking forward to the X.t version!
@SunTzull, I'll release a new version later (X.t probably) with two changes. It will have dedicated WiFi "modding" channels (e.g., 201 + 202) to trigger the depth charges from custom buttons without having to rewire. I agree for depth charges the sub is more optimized for MP-teamwork, SP right now requires running around ...
Also, I made some changes to the bot paths and (at least on my machine) I can confirm they'll use all guns without problems. If the problem still persists it might be a game bug or another mod interfering.
About railgun shelfs and fixfoam launchers, yea, there's probably quite a bit of room for individual optimization, but I hope you find some space to mod them in!
1. Provisions for a railgun such as by adding one or two railgun ammo racks in the gunnery compartment, because I want to sling some nukes at those abyssal monsters.
2. Adding automatic sequential fixfoam detonators (the ones in my workshop page) in strategic locations such as the dive ops centre and power junction room, and perhaps a remotely detonated system for the drone so I don't have to send a diver after it to make repairs if it gets damaged during remote operation.
3. Rewire depth charge launchers so it can be fired from the navigation terminal, for my single player campaign.
Once again, thank you. It's an awesome sub.
Two workarounds:
1. Command the bot the use a different gun. Once the bot is manning the gun, tell it to switch to the upper left gun. It should respond correctly this time. Or;
2. In Single Player, take control of the bot and man the gun manually, bring up the command menu to tell it to man the gun, and then relinquish control of that bot.