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Used to be my #1 favorite starting sub, but these years of neglect have not treated her so well.
Though there are 2 minor complaints.
There appears to be some kind of small invisible wall preventing you from walking out of the engine/junction box room, forcing you to akwardly glitch past it with space bar.
The navigation terminal and status monitor do not have an item finder, not sure if this is on purpose but I find it somewhat annoying for a ship with so many storage spaces
It appears the top-side oxygen shelf was unwired, and thus not recharging the tanks in them. The same can be said of the two shelf's below the oxygen generator. Not sure if that was intentional or not, but it was a easy enough fix.
That's because you keep running the reactor when docked, Don't.
It's a waste of fuel, and the outpost reactor will provide power to both your sub and itself. There is 0 reasons to run your own reactor when docked. you stop doing that and the system will stop overloading when docked.
You can just before clicking the dock button, shut down the reactor. I also, in long campaigns, I wired up the reactor to a signal checker and wi-fi component so I could use a chat voice command to shut down the reactor as-well (those times i forgot to shut it down), or you can ask your engineer to make you a reactor PDA.
This is a common feature on all of my submarines
<3
Thank you.
Once you invest in your relationship with her and she know you care, she will be kinder too you. But like all relationships, it takes time to build. So you need to spend on some upgrades from the store, maybe install some circuits and wire them up and like all individuals, we are not perfect, not is she, but we will compliment each other and build our relationship stronger.
Appreciate your feedback!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1988624065
Updated features and graphical design. Check if out!
I had it for some time but tried a different method of handling the save files and I painted myself into a corner. Well I managed to figure out a solution the other day and so here it is.
Different Fox
@Dan Cooper
Good point
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2388146046/3076496024616970512/
But it will spoil you from the experience of figuring out about it on your own.
Makes really well detailed submarines. He truly can make them so they look well used and rusty, what I been trying to do with my sculpin (tho he makes a better job at it than me ;P ).
But I humbly heard from him that my subs have helped him with inspiration and that is amazing! In the Tanit he is paying homage to the CT-1 Sculpin propeller and the ZU-Bs atmosphere.
So I therefor would like to give his workshop creations a shoutout out.
https://steamhost.cn/steamcommunity_com/id/rundoomer/myworkshopfiles/?appid=602960
I have published two more cargo/transport submarines. One more expensive yet more options and the other cheaper that you can afford with the start budget in the start of the campaign. I have actually had these completed for some time now but I have not felt ready to release them yet due to that I was not happy with their names until now.
Check them out:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2388146046 R0-Q Rorqual Heavy Freighter
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2241023696 CT-1 Sculpin Hauler
I will look into this.
Thank you for the troubleshooting!
Are you referring to when you have both reactor to grid and battery to grid on the same time?
Power is always trying to stabilize but when power = load the game suddenly becomes crazy, there is a huge overload (I suspect the load to become infinite during one frame because of a division by 0 somewhere in the code) and the pattern restart.
This overload is a bug as the output of the reactor is stable and the value received by the junction box don't match the output of the reactor.
I wouldn't consider this a puzzle to solve unless the solution you expect is to remove your wiring to create something that the game supports.
My proposition is to remove the relay that isolates the reactor to avoid this bug.
Then you can isolate batteries IN and OUT with two relays that the player can toggle. This is not optimal as the batteries can end up recharging themselves but that's something the player can improve with components during the campaign.
Having absolutely no light source on a scene is not something you usually do when you work with lighting. And since the game don't manage light reverberation compensating with a very light background lighting makes the final result more natural without loosing the "blacker than the blackest black, times infinity" feel you want to give.
Even without upgrades there is ways to operate the Zub's electrical system to make it run more stable even tho it uses a relay, its for you as the player to learn the "personality" of the Zub's electrical system and use it's strength while working around its weaknesses.
Thank you for the feedback! I really appreciate the time you took commenting on this sub.
1. I'm not 100% sure if I understand what you means with your first comment about the light but I had idea behind the internal lighting when I made the Zub, that I wanted it dark. I feel barotrauma can become more intimidating if played more in darkness so hence why I limited the areas that is being lit up by powered lights and emergency lights thus creating a more need for handheld light sources such as flare and flashlights. I therefor stocked all emergency cabinet's with two flares and a emergency light to find it in the dark. Does this adress your comment sufficiently, or have I completely misunderstood you?
I've noticed two technical problems though:
- You don't use the light component integrated to the hulls to create a background light. As a result your sub is 100% dark when it's out of power. (the RGBA value for the vanilla sub is [50,100,200,20] (50,100,200,10 works better in the rooms with emergency red light)
- Your power grid is unstable because of the relays that allow to cut the power coming from the reactor. That makes sense IRL but the game doesn't allow that.
As a result there are regular overlaod when running with the reactor because the powergrid becomes crazy.
I played on many different subs and made some stronger subs before and there is one thing I noticed when playing on the really OP designs that, when you take out the challenge and everything goes well, that's when the game is the least fun. However there must be a balance and I been trying to balance difficulty with convenience. One thing should be clear that the Zub is a "stepping stone" to buy after you used your starter sub.Then as you build up your wallet in the campaign with the Zub you can then afford a better option.
Man, this brings good memories of Fallen London.
He have released one of this first subs on the workshop, it looks awesome!
The Artemis (AT-72b)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2222461865