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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2892213958
Thanke, enjoy.
Still thinking about upgrading to Mk2, mostly visually. Maybe soon!
By default the lamps are powered by a small backup lighting battery, turn it off.
I was unable to replicate and identify the issue with the bots. Slightly tweaked the waypoints on the stairs next to the reactor as the bots could linger there, but nothing critical.
Yeah, both level generation and outpost generation didn't take into account the end of the bow because Hull but there were shells that also counted as hitboxes, so the levels was less than the length of the sub, I didn't know that the generator only uses hulls.
In a couple of days I will load another submarine and try to improve Kasatka.
- Added a tiny pseudo Hull to the end of the bow to account for level generation.
@Wes
@CrucialDude
This should help with docking issues.
If you are already in the campaign you can use the save decompressor to get your copy of the submarine.
Just copy from the new version the tiny hull from the edge of the bow into your sub and compress it back.
So this is because of the new outposts generation..
Previously their compartments couldn't be much lower than their docking port..
Well, I was told how to trick it. The problem is that the generation takes into account only Hulls, and the front part extends 12 meters further than the outermost hull of the shuttle docking compartment, so I'll try to add a tiny hull at the end of the bow.
Thankee, cheers
Hmm, do you mean that the docking port just doesn't reach the outpost because the submarine gets to the edge of the level with its bow or stern?
Hey, I will definitely change the lighting colors and improve the wiring as well, but I won't be able to change the overall size.
This is the first time I hear that it gets stuck because of the size, no one has mentioned so far. Are you using mods that affect level generation?
And maybe it's stuck due to a bug in the last update that causes shuttles to appear undocked and far away, or you're actually in a tight location. It's better not to use it in the second location for sure, because it's sometimes difficult to swim even on dugong there.
I also don't understand what the problem is with the docking port, because it's at the very top and is made the same way as most other submarines.
After all, this submarine is for an experienced and large crew, you may not be familiar with the mechanics or tricks yet.
I'll try to update this, but working in the editor takes me an enormous amount of time, so I'm not sure if it will be soon.
Can't promise soon but I'll try, the main thing I need to understand is what's wrong exactly.
Too big and too many bugs
Hey, I looked around the captain's room and found a tiny area without a hitbox between the ceiling and the glass, I inserted a small piece of glass there to connect the hitboxes. Perhaps this should help as similar things happen because of this. If you are in a campaign, you will need to use the save decompressor to add this piece of glass to your submarine.
I also updated the shuttle logic, now the engines turn off when the drone is docked.
The pump is also additionally connected directly to the docking ports so that it always has power even when the drone is turned off.
wow.. i'll take a look, thanks!
Oh thanks! Of course it's useful.
Yeah, I didn't find another place for the brig, and the loaders next to the weapons are my "no teleporting ammo" concept", it also adds more interaction as I try to keep the players busy and give them more teamwork. Although I was thinking of placing double loaders in one..
So, i'll definitely update Kasatka, also need to make a few small but necessary QoL things and perhaps adjust the equipment parameters.. but probably not too soon, since I have to finish my abandoned boat, which btw is as vertical as possible and with a boomerang shape :D
Cheers
I play with 4 players, an engineer, a medic, a captain, and an assistant.
My engineer doesn't appreciate that there's a prison in her engineering bay, and I'm pretty sure the vent isn't connected. The loaders and the periscopes for the guns are separated, so that the loaders are at the actual location of the gun. This makes reloading difficult, especially mid-combat, although the drones make up for this. I especially love the indoor docking bay, it's a very interesting set piece. I love the use of foreground objects, such as the med-bay paneling and ladder covers. The ship is also very vertical and while it's nice to have multiple floors, the actual play-area of the ship is deceptively short.
Thanks again for replying, and I hope you find this somewhat useful.
Oh, hehey!
it's funny and I don't even know what to say, guess I didn't fully understand some points :D
It seems that you liked it, but some things keep you from enjoying it fully?
Actually, since a lot of time has passed and after my last submarine I consider that I have retired, but I still sometimes want to open the editor again.
So I'll probably update this later, but I'm afraid to break something that already works well, since I don't have the opportunity to test it extensively due to its size and still don't know how some things behave with a full crew. Tried to find some letsplay or stream on it to see how it is played, but nothing.
So if you have specific complaints and feedback, feel free to tell me so I can understand what works or work incorrectly, or maybe there are things that are unnecessarily inconvenient or even broken.
And also thanks for the comment, it's nice to hear that this submarine still gives someone interesting moments :D
This deserves an explanation. My engineer is a stupid little guy, and has commandeered the entire left half of the ship. He won't let anyone in or out and has taken my medic hostage. I have to lure him out with computer chips and unstable fulgurium, just to get my morphine hit. He guards his domain vehemently, and threatens us daily with a blast from his funi SWAWS laser.
As the captain, I cannot comment on its efficacy in transmuting materials, however I can say that while the ship is slow, and the coilgun loaders are scattered across the ship for some reason, It gives off a nice, cool atmosphere, and the emphasis on drone combat is both interesting and practical, and I would love to try it out if the ships reactor wasn't consistently in jeopardy.
God help me.
You can just get their files from the mods folder and transfer them to the submarines folder, then just open them in the editor and resave by unchecking the "shuttle" box and selecting the class of the submarine.
But the drone will not work because it's configured for remote control, this will require a complete overhaul.
Hey-hey! it should be fixed now
Unfortunately, increasing the recharge to 100% will put too much load on the drone and it won't handle properly.
Got it, I'll take a look and try to fix it a bit later.
I think this may have been caused by the very recent update.
I would love to see a fix, I really like the drone!
-Connected Research Station (500 consumption).
-Storage adjustments.
-Minor cosmetic changes
-Fixed battery loop (Sorry about that, the batteries are working like clockwork now. But they still have huge power, be careful with them).
-Fixed relays (limited power equivalent to connected equipment).
-Engines are now directly connected via relays, the junction box on each one is left as decoration.
-Fixed sprite depth for shuttle.
Oh, thank you so much for your feedback!
1) Yes, in fact, I just made all the vents open, because the traitor doesn't know which of the vents is open and will still check them all.
I can close all the vents and leave only a few with the clown graffiti mark, but maybe then other players will be able to find the hidden item before the traitor..
2) this is strange, I haven't changed the Deterioration settings, all items should have them by default.
If it meant switchable equipment, then I'll update right now. I'll check all the relays, most likely I forgot to limit their maximum power.
It is also possible that this is due to batteries.
3) Perhaps someone tried to dock to the docking ports of the gate, otherwise I have no idea what could cause this, I will try to repeat it in the test ..
4) Nice to hear that someone is enjoying. Hope the rest of the compartments look the same!
Thank you again for your feedback! It helps a lot since I'm not able to fully test this alone.
-Traitor item was in stowage vent somewhere, but player had a difficult time finding it.
-Players said that equipment/machines deteriorated too quickly
-One of the minisubs (the long one) on occasion seemed to rapidly dock and undock, caused lag and desynch
-The medics really liked the medical bay
Oh, if you mean the ship's outdoor lighting, this is intended to emphasize the Deep Diver class and add a bit of creepiness..
an integrated flashlight in your suit, searchlights and turrets can illuminate almost any part of it, there are also patrol drones..
-Added the engine status indication in the command room.
-Slightly increased the color value of the lighting, now it should not be annoyingly dark.
-Small fixes for sprite depth
@Operator
Thanke!
Yes, I am trying to find a balance in the lighting. With this latest update it should be okay, I hope, because this is the maximum I can afford, otherwise it will nullify all the shading work.
I would really suggest adding some light due to the dark blues you used to make the sub.
I LOVE the design though very nice, and the sub pods are cool to!
Strange, I fixed this in the last update..