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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3029933844
As discussed below there is no critical failures if you don't have the Weapons DLC. If you do have the weapons DLC the electric door in the middle lower cabin will reveal an armory of firearms and explosives plus armor outfits are nearby.
Yukon was never intended to be ship-to-ship combat vehicle. It was keeping to the game's core principle of rescue.
Wasn't sure if non-DLC folks could even load the Yukon. Glad they can.
The weapons DLC items would inside the pump room armory as guns, ammo, explosives and somewhere there are some armor outfits. Favoring the games original search and rescue concept the Yukon doesn't have ship to ship weapons. The firearms are meant for dealing with wild life and small scale pirates (i.e. MP nutters).
I recall looking into up powering the Yukon's fire hose though in the time alloted the tests didn't seem to yield much. It still came down to the game's fluid/second flow rate capping out or some bulky complex multi-pump system. As you saw the electric drive mode lets you precision place the ship. In fact one reason Yukon no longer has the high speed snap turns is crew (player) safety and avoiding collisions on errors by slowing down a short distance away for final approach on precision electric.
What do i miss, without the DLC? I tried only a few minutes yet, but seems to work perfect.
Some blocks weren't merged to the main body. Visually they appear in place, espically in the editor. Being unmerged they dont make the water seal and the sea water flooded in.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2845265685
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2844393265
In one of the early Star Trek movies Scotty mucks up the Excelsior from chasing them saying something like "the more complex the make things the easier it is to gum up the works." A wide movement in an edit can cause this. Its actually a little funny that in my own Yukon play I didn't discover that it had lost this ability because it has so much fuel I did an arctic there, around and back with plenty to spre.
At some point must have edited the walking space and cut through the fuel in/out pumps. They are back in place now. You'll need to exit the game (which you likely are now) for steam to grab the update. Since SW doesn't do mid play edits you will need to respawn the boat.
There is a sample numpad locked sliding door for the armory, its on its side, that you could copy and replace the rear bridge door with. You wouldn't want sliding doors for the bridge side doors that have the handles but I think there is an electric version of those.
It was a quick add. I had a color set to white by default. Debated briefly on doing a red but that would mean a soldier was walking around in bright red armor easier to spot. The white is the camo color for arctic.
It is always possible to do a local save of the download and recolor the armor. Its also my intention that people might recolor the exterior to the colors of their nation or company.
I could reset one of the plate armor sets to red to tell the players apart but mostly I was thinking they would want to look like snow troopers.
Ship has 4 movement modes.
Going fast, 11.3 m/s and up, has almost none of the boat in the water. Take a look in external view or with the camera when going gas and look what is in the water. What stabilisation is possible is limited to wobbly. For safety helm turning is limited for board turns.
Below that speed the boat goes for pitch 0 adding in the stability of the S/T shapes of the hull. This is on top of the active stabilisation. This is the intended long range cruising at a speed of 20-22 knots. As fuel is used up the mass moved goes down and the speed can go up so you may need to tap the throttle below the recommend 81%.
On close approach the play style is to drop speed a short distance away, shut down the main engine with the one button then proceed on electrical drives (keys 1-6) for precision, safety and rotation as needed.
The fourth movement mode is kedging, as in pulling by the anchors especially the large 6 mag all anchor.
is it because of speed or am I doing something wrong?
also a suggestion I think you should colour the new armour in red and white for a Canadian theme.
Please let me know in the "adventures and tips" things going on in your game. Feedback helps guide designers.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2831499195
zacbargos could you let me know how much better that is for you?
Do let me know in the discussion thread what it is you doing with her, what you like and perhaps what could be in a new vessel.
I've moved my update notes out of these comments as I do update frequently as I keep using the design myself. Fear more those that never update.
I am interested in hearing stories of how well it works, what you do with it and would be happy to see links to screenshots.
I am especially interested in how well mini-subs and other secondary craft work out in getting on and off this design with its various stern deck systems.