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Recent patches to water mod (which I have no control over) have made certain blocks very prone to breaking within seconds when near or under 400m. This might cause functional leaks and break ballast chambers. This behavior is significantly different from when this sub was developed and released. I've reached out to the developer with video proof of this issue and I haven't received any replies.
My recommendation is to turn off block damage in your world until a future water mod patch resolves this issue.
The phrase "dive-tested to 1000m" was written at a time when the water mod crush depth behavior was in flux due to frequent patches.
I took the Nautilus underwater today to confirm your findings and I noticed something odd. Certain non-functional blocks (such as neon tubes, light armor, sci-fi interior walls, armored conveyors) will rapidly take damage and explode around 400m or deeper if they are attached to a Small Hydrogen or Oxygen tank. You can watch the health drop if you have the "build info" mod in your world. But the blocks won't take damage if they are placed on the "top" side of the tank in relation to the boat, only if placed on the other 5 sides.
This only happened on 2 of the 4 dives I tried tonight.
So I think the water mod is unstable again. This is not how the Nautilus behaved in the past. I'll have to see if I can record some conclusive proof of the bug to take to the developer of the water mod.
Most graphics settings are on high (not extreme, voxels are on low), anti-alias FFXA, anisotropic 4x. Ambient occlusion and post processing are on. For hardware I'm using a 1070ti and 32gb ram, nothing too fancy. I've had to turn some settings down when joining multiplayer servers before.
The watermod and in-game weather add some nice lighting effects that give the ship that cozy atmosphere you see in the screenshots. It's why I play Space Engineers and not the other block building games.
As an open question to everyone, have you ever found a need that the Nautilus couldn't fill?
Everyone's requirements for a space-faring vessel may be different (such as double-door airlocks with custom scripts, ability to leave a planet's gravity well) and I'm not sure I can account for everyone's tastes while preserving the spirit of the ship.
If you run into difficulty with your conversion, just let me know.
I had the bridge shape in mind from day 1. It was a matter of figuring out what else she needed in order to do submarine things and deciding what other utilities I'd like to include. For each successive iteration, I'd rebuild her hull from scratch, keeping the elements I liked and finding alternatives for elements I didn't like. That's how I discovered there was room for an entire mess hall in the middle. I had the freedom to try making sections longer or shorter by a block to see if it looked better, as there was always a working model right there in case the new attempt didn't do so well. I think there were 5 or 6 of these iterations? She was done when she could dive to the depths and back with relative ease and the screenshot folder was filled with countless fun adventures that I'd love to go back to again.
I gave a thumbs up
Roselight: Thanks for pointing that out. I thought Space Engineers 2013 was just the base game. I have removed it from the list of required DLC.