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It could also be caused by the custom fluid tank problems introduced and update or two ago.
As for the ship, my initial idea was for it to be able to haul containers as well but, it didn't work out. It was an early craft of mine and building it was still something of a learning experience for me. I plan on building a new ship on which I can apply everything I've learned since, already busy with a new powerplant for it.
-Reactor, powerplant and radios now on by default.
-Some switches replaced with button toggles for better radio control/autonomous function.
-Smoother collision avoidance steering.
-Pumping power increased.
-Some microcontroller optimisation.
-Minor tweaks and refinements.
@Küllük - Is it generating power? Also, make sure remote control is not on if you want to control it from the bridge. I gave it a test run and still works as it used to before updates. Only problem I noticed is that collision avoidance sometimes keeps turning left until it detects something for the first time.
The devs never communicate so we don't know what's going on but, I doubt that they will leave it as is. Let's see what happens closer to the end of the day.
Sorry about it, I have no control over the devs' lackluster testing and quality control. It is actually the second time the devs messed up this ship with an untested update.
-Added command station for controlling the IAV-8 Buccaneer aircraft. You can now control the aircraft from the ship and the ship from the aircraft.
-Added manual ballast controls.
-Added manual bow thruster control via Left/Right arrow keys, please note that bow thrusters still take a few seconds to get going.
-All-Stop hotkey added, hold hotkey 1 to set throttle back to zero.
-Deck winches now useable.
-Some visual improvements.
I have placed the command station for the aircraft at an obscure location in the crew quarters. Not everyone likes the aircraft so the control station won't be in the way for those that don't want to use it.
But yes, the radios is currently only used for commanding and controlling the ship remotely. The command station linked in the description is small enough to spawn at some of the base building workbenches (or most vehicle workbenches). Use it as a template to create your own command station setups if you wish.
As for sinking it: if you flood the storage tanks, open all hatches and doors, and then ride a very heavy storm (or a few tsunamis), it should flood sufficiently to sink.
I actually want to do some more work on all those creations. My plan when I started playing the game was to build functional vehicles I need and then return to add the finer touches as I use them in actual career gameplay. I still got ideas for the train as well, especially the railway cars.
I'm currently working on another vehicle but I do plan on making some improvements on this ship at some point as well.
Be careful with an easy fix though. Large doors and hatches may cause the game to bug out, in which case the hinges tries to rotate the entire ship instead of the door. A rare bug but, it can happen at the worst of times. You will notice the reactor bay door is actually six smaller door pieces exactly made like that to avoid this bug. It's also why the main cargo bay doors are static.
Flooding into it is normally not a problem, at least it gives the bilge deck some purpose. It drains into lower decks slow enough for bilge pumps to deal with it.
It's also advised to pump fluid directly into the storage tanks, pumping into the overflow tanks and then draining it into the storage tanks is really just a gimmick - and for extra hose connections when needed.
I have a solution for that that can work.
Am i doing something wrong when unloading though? I've attached the hoses to the red connectors and enabled the pumps. In the beginning it pumps roughly as fast as when loading, however after maybe 5 minutes it slows down to a crawl.
I noticed if then disconnect the hoses and connect them to the auxiliary anchors, then connect them back to the main ports it will speed up again to normal flow rate, but slow down again after 5mins.
I normally take manual control at that point for passing under them. If I control the ship from a command station, I choose a spot where it is still in camera signal range to do so.