Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It somehow appears that I got my docking set_state crossed with the navconsole's current_velocity_out :P
however in campaign the game hangs before the intro text shows and I can hear repeated cycling of the airlock indefinitely. ALT F4 is the only way out. Any ideas? (It didn't do this before adding the airlock)
The fix is fairly straightforward though of course - you appeared to have figured out a fix already. 😄
(ex:-100022,0,0,0.01 |pump:match, speed:0|core:no match, stuck.)
Easy enough to fix by modifying the Pump-RegEx level check: ┊(?!\k<level>(?!\.\d*))┊
-While I'm here, thought I should clarify my last comment was referring to the core RegEx.
I modified the <level> group to account for this; [(?<level>[\d\.]+)], and that seems to fix it.
(Could also just be my use case, it doesn't do this on the demo sub)
Amazing work though, by the way!
Every time something is docked, the doors will move freely. The pump can still be working if the outside door is closed but you can either add a switch to disable it or make it so that the outside hatch is always open when docked(which I did because of issues with hatches that are unclickable when docked).
To do so, connect state_out of the docking port with two wires to both input_1 and set_state of a relay. Then output_1 of said relay to set_state of the exterior hatch(or door).
Now the outside door is always open when docked and the inside door can move freely. The pump is also inactive.
The core airlock cycling logic is where the majority of the changes are required. You'd have to modify it to concatenate the state from the docking port, and then update both the RegEx and the MEM library to take the docking port state into account when selecting the next airlock state.
You may be better off treating it as it's own separate state as well, as you'd want the pump to operate as a bilge while connected to the shuttle.
If there's one thing I've noticed, however, no matter how intricate or sensible a solution is patience for such things doesn't seem to feature much in online play. I added emergency override buttons to my own airlock, I noted that people just wanted to exit the airlock immediately and would always press the override buttons once they learned of their existence. It's a shame as I'd love to see my elaborate and hard work used as intended, that's just life I suppose!
When it comes to lack of player patience, I've begun to try to anticipate this and design my systems appropriately. Good luck with your future designs! I'll likely have a look at your airlock design to see if I can improve my own.
Using a EDC is close, but a few issues:
- Does burn dmg
- Stun is a bit long
- Lots of particle effects
If you want to implement it for the button doors, here's some tips:
- Wire a RegEx to the Concat with these settings to trigger if the airlock is less than 80%:
Expression: ^100100,\d,1,(?:\d|[1-7]\d|80)#
Output: 1
Empty false output
No "Continuous output"
No "Use capture group"
- Setup the EDC w/ a duration of 0.05 to minimize particles
I've left it out of this workshop item for now
- Overall a bit unrefined and non-intuitive for players
- Flooding is fast enough to rarely trigger it
- Baro in general doesn't have water hammer damage
Let me know if this is enough info to add it into your builds; worst case I'll make a separate workshop item.
I have a crazy idea: is it possible to simulate water hammer when the player opens an underhydrated airlock to the sea? That way there's some penalty for skip-cycling to exit. (Interior flooding is already the penalty for skip-cycling to enter .) One way might be a hidden non-interactable/non-swappable turret in the airlock pointed at the inner door with invulnerable coilgun ammo that fires once when the outer door opens if the airlock isn't already 100% water.