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The terminal at the front allows setting power for various systems, this allows you to configure how much power will be spent on the engine versus oxygen. For example with a single crew member you can often get away with oxygen at 20%. Running with engine lower will be slower, but quieter.
Gott hilf mir.
Spoiler for finale of campaign
Coudn't finish the campaign because of guardians always draining our power
Been recently having this problem and it's led to a lot of dead runs simply beyond my control. Very frustrating.
A few bugs (maybe?) I've noticed sometimes after a really bad crash, The ship will get stuck on the sea floor? After fixing all leaks and ensuring no water in the airlocks, I can't get the engines to go up.
Makeshift solution I found was to unhook the engine, shift it horizontally a bit, Then hook it back in, and oddly enough, point the engines downwards to go up..
There are some places the AI won't repair, Such as the bottom right corner in the armory, and the green button to open a dock can be hard to select when on the ladder.
Appreciate this mod and looking forward to any changes or new workshops from you!
Please do post if you have any feedback or ideas as it can be useful when I next do an update.
Equalizing Airlocks before opening
On my other sub (IKATERE), I did have the airlocks equallizing the pressure before opening - the challenge is that is makes the wiring of the airlock a bit more complex. On that sub, it also meant that the entry doors are controlled. With the PARAKI, I left it more "user" controlled. Only the external doors are controlled by the button.
It's something I'll investigate some more to see if there is a compact way to achieve it, while still allowing
Commands in Terminal
In the terminal you type the command, and any numbers, for what you want it to be. So 'oxygen critical 20' would cause the oxygen critical alarm to be activated when oxygen is below 20%.
If setting 'max depth 4000', this will cause the pressure critical to be activated at 4000m. As you upgrade your sub, you can find the max depth values on the wiki. You can then update the max rated depth for the sub as you go. Visit https://barotraumagame.com/wiki/Crush_Depth to see upgrade depths to set this too.
You can toggle the nav lights on and off with 'nav lights on' or 'nav lights off'. This saves you a very small amount of power, but makes the sub harder to see.
@Posh Octavia "but if you run out of power the backup gen cant move the ship", you can "cook" the reactor by manually controlling it with 2 fuel rods in it. You need to be very careful doing this, as it can cause fires (and worse), but with the turbine set to 100% and the fission rate set to ~50%, you will get 100% out of the reactor (800kW)
also a thing that i had to learn the hard way, im not sure if theres a better way, but if you run out of power the backup gen cant move the ship, the oxygen generator uses so much power that you cant control it from the bridge inexplicably, but you can either move it by manually manipulating the ballast pump and the engine, or turn off the oxygen generator
at first i couldn't understand the overall design of the sub but realized it's supposed to be a stealth sub hence the switches, backup reactors etc.
* Fixed ballast power setting was adjusting target level, not affecting power. This made the neutral boyancy be off. Now different ballast power settings simply affect pump performance.
* Fixed terminal commands only work in lower case.