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(also please reenable comments, ffs, makes bug reporting needlessly difficult)
Thanks for making my night, friend!
after 2 years searching the workshop for campaign friendly subs, i still am coming back to the dogfish.The neat little 'stations' for each of the essential crewmembers fills my heart with joy everytime i put my engeneer to bed.
i appreciate the rusty, gritty style and colorscheme and all the tiems that are in the forefront really give a cool 3d effect. and there are not too many of#em, too.
Thank you for your work and thank you for the reply.
The three coilguns in each position is a bit of wire trickery I did to allow for the two ammo feeds in the middle floor. 1 gun per position is linked to all of the ammo loaders, but is not wired to shoot. It also controls the light. It's linked to all the loaders so it can see the ammo count of all the loaders at once. The other 2 guns per position have their alphas set to 0 so theyre invisible, and are hooked up to one set of 4 loaders per gun. The button in the ammo room switches between these two guns: whichever one the periscope actually sends a trigger signal to.
Basically, it's just a really complicated system to allow a very simple mechanic. It lets you dictate what ammo you are shooting with a button press, like if you loaded one side with explosive or piercing rounds.
would you please be so kind to explain why there are 3 coilguns on each position, 2 of them invisible?
whats the logic behind that? i can see only one coilgun firing.
have a great time
I just had to add it afterward
Maybe i'm doing it wrong? What are the buttons on the periscopes for?
and the switches are an override to close the door when docked, not to open it when not docked.