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If there are too many passengers or bots they cant climb the ladder in the front, they just fall down.
This is a very cool sub and for the most part it works well except some of the electronics are wonky and the coil wont charge for some reason.
"Ballast tanks have power cutoffs in the command room. Use these to assist dealing with ballast flora. The console above it can command detonators in each ballast tank individually to detonate IC-4 in extreme circumstances."
My general modus operandi is using default equipment stats or less (harder). The exceptions are where features can be tastefully implemented. I try really hard to avoid anti-fun stuff. And normally I'd agree with you if this battery issue wasn't easily remedied by hiring more bots or getting outpost upgrades. I want the players to have to make difficult decisions between power vs reliability.
Finally, if it really bothers you, you can open the sub in the editor, make changes tailored to you and save it.
I usually run about 10 crew members. 5 assistants on gun. Captain, medic, 1 engineer and two mechanics cross training to electrical repair. The ship can be maintained on two well trained repairmen without upgrades but I like to be more flexible for leaks and such.
I'm trying to avoid going reddit tier overpowered on this thing and at least leaving something to the upgrades. This sub is somewhat challenging as a starter sub until a good crew is secured. It is a warship after all.
Thank you for your feedback.
They say that on the radio because every bot regardless of classification tries to restart the reactor. Only engineers and captains can mess with the reactor when silent running is off. When silent running is on no one can turn on the reactors.
The known AI pathing issues are as follows:
-Leaving ballast tanks
-Entering/leaving shuttle
-Gunners getting stuck on ladders on the way to periscopes
Sadly, I think the devs need to tweak the bots a little more on a core level before I can fix these.
Thanks I managed to figure out the recharging issue it's good to do repairs first, like you said and then turn rapid recharge on. You have to be careful though, I once set the entire outpost on fire by mistake.
When you get out of the cold caverns the AI navigation gets much better. I've done entire delivery missions just crafting or whatever. But generally, doing maintenance while docked at an outpost is ideal. Don't forget to turn off silent running mode for free power!
Bots getting stuck in the ballast happens from time to time. I've reduced it a lot by tweaking waypoints but it still happens sometimes. Hopefully AI will get better over time.
One thing I like doing in campaign is after getting a medic, assign your engineers and mechanics to 'Repair Broken Devices' so they cross train. Their electrical skill will grind super fast but get injured a lot.
Another tip: you can assign bots to clean up. If there are coilgun ammo boxes or railgun shells on the floor, they will put them in appropriate places.
Get the Meaningful Upgrades mod in the workshop and upgrade sonar range. You can really utilize her top speed when you can see farther!
Use macros for assigning large crews after every mission. Very helpful.
To anyone having troubles: try to make your first 1 or 2 missions safe. Toggle silent run and be ready to blow a decoy. Transport missions are pretty easy. Invest first money in hull upgrade, trust me it makes a difference. When you can afford to have 2-3 gunners and engineer+mechanic to handle maintenace, you're pretty much able to tackle any quest. This subs firepower is insane. You got 10 coilguns operated by just 5 man. And as a captain you can handle railgun on your own.
-Bots often suffocate when there is a leak in the shuttle ballast. Already lost 2 mechanics there but don't know what's the problem. Maybe they get locked in here or have trouble swimming out for a diving gear when it's filled with water. Might need to investigate further.
-There is a constant, loud, clicking noise in Amidships area, just below the control room.
-Some cosmetic errors, directional arrows on coilgun loaders appear on characters when walking past them like there are on the most frontal layer, just like some electrical lights and junction boxes.
And thank you for your feedback. Much time was spent making her ergonomic and viable for single player while having it still resemble the real life submarine it's based on.
I'll look into the text displays. I haven't played in a while and maybe the new patches caused a bug.
Sadly, no. The saw blade is only there for immersion/cosmetics. I'd love to make it functional or at least have mining lasers.
Also, how to use this sawblade on the front of the Jewel? Can it mine mineral deposits?
-Its visibility is aimed at mining/wreck salvage on the floor. You're to use the mineral scanner and locate ores. You can:
A. Park the shuttle on the floor next to the ores or wreck. Turn the power off and leave through the top.
B. Hover above it and leave through the bottom hatch with the power on and the nav terminal set to maintain position. The sub will remain steady until the batteries die even with the bottom hatch open.
All in all the Jewel was a small side project of mine. It's made to be very compact, agile and and capable of storing a lot of cargo without 'cheating' too much stuff by shrinking sizes or making God components.
2/2
I'm sorry you don't like it.
-It does in fact have an oxygen generator. It's right by the navigation terminal. I tend to unwire it when I play for better battery life.
-Yes, I have been locked inside the cockpit before but luckily there's a screwdriver and prybar in one of the compartments. They work fine if you don't open/close the vertical doors manually while undocked.
1/2
My battery configuration is sub optimal but it's the only way I could represent a series-parallel battery configuration. My method was a bit ham fisted but it's worked pretty well during my playtime. I figure the battery charge rate should be adjusted manually based on conditions. The charge rate should be reduced to a neutral rate (20ish%) when batteries are near full.
I wanted to leave some room on the crash dive for pump upgrades on the crash dive system. If you hadn't noticed, a lot of my equipment is set to default values.
Yes, I'm still working on getting the cosmetics. Baby steps :)
I would like to put manual overrides for everything while keeping it user friendly for newer players but sadly the electronics don't work as I wish they would (like real life).
Thank you for your feedback. I will check your revision.
Sadly the batteries are draining a LOT of power because the cycle is always open. I did some changes and the consumption now is like ~6000. The Base will catch fires when the batteries are full... that's not a bug: that's feature I suppose :/
Changed the crash dive system: it's easy to get water in the submarine... the problem is to take that water out... you will see. Now it's flooding super fast!.
The front gun had some visual issues, changed the shells to decorative stuff. Now it looks nicer.
Add the deconstuctor, fabricator, medical and O2 machines to the "Rig for silent running". Those machines and vents are very noisy.
I named the sub "U-2540 Elektroboot REV1" and I will take it down when you implement those change in your sub.
Thanks for your work man!
Mir wird ein Hüllenbruch über der oberen Beiboot Luke angezeigt.
konnte ihn weder reparieren, noch ausfindig machen.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2320443900