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also it seems some labels on the screens in command room were hidden behind structures after recent updates of Barotrauma, they were pretty handy to handle power distribution. will fix it soon.
regarding human detectors, there are few dead zones, they are marked with red lights.
also you can take autoturrets item assemblies here - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2185206376
and connect to EK guns. autoturrets are pretty vanillish so i believe it shuold work(did not check it it though)
you need to press Drop Bomb button in command room, using main nav terminal.
it will drop from left bottom side of the submarine.
I guess it may be related to the pumps drain in the engine room. There are 3 buttons to drain water from the ballasts(That was made to handle ballast flora - drain water and kill it with fire)
@dado Hmm i have played few days ago and it was fine. Was it in multiplayer or singleplayer game?
maybe somebody turned off engines? there are two buttons in engine room to turn them on and off. all the information is shown on the terminal screen in command room(engines on/off, pumps on/off, batteries status etc).
yeah, will update it
I placed some periscopes behind monitors so it looks like character is staring at displays while looking at cameras.
What it means on the wiki isn't that it'll combine the effects of the bullets, but that shooting the gun that is loaded with ammo A and ammo B would result in the first bullet being A, then B, then A again. It won't merge the effects of A and B to create bullet AB, but it just takes turn drawing from different ammo boxes.
Was not aware of it, thanks! Please expect an update!
Actually i did it this way because i had one case while testing when some mudraptors were behind wall but motion detectors were still detecting them through the wall and all ammo were drawn while i was doing something in shuttle. So i decided to have dedicated loaders to have only one loader without ammo in such case.
But taking into account that you can turn off autoaiming and this piercing-explosive combo i think it will be better with shared loaders.
Given the ballast flora can override commands to defend itself too am not sure if we also need to be able to decouple the power once the tank is drained, so the connection box may need to be unlocked too, or the power in could go through an adjacent relay which was unlocked or had a toggle switch.
I guess in ideal world we need an easy way to pump out each specific tank while the others maintain the depth and then disconnect it's power. Tank B might be better with ceiling access, and maybe some easy accessible fire extinguisher and little storage for flamer/incendiary grenade.
Awesome!
@ButterBro there are two small blind zones(marked with red lights, one on top left side and another one on bottom left) which are not covered with human-detecting motion detectors and where safety does not work(turrets shot anything next to these red lights).
or maybe some husk on the base? not sure.
also may be you have accidentally turned safety off?
https://i.imgur.com/m0aDhqu.jpg
@Zyghast not yet, maybe in few months - it just takes a lot of time to make it. So going to support this one for some time, adapt to updates, fix bugs etc