Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
But indeed, by "forcing" the hatch into the ballast, it worked. Problem solved, thank you very much. You did an excellent job.
The Flak Cannon will jam if fired for too long (>5 seconds), use a crowbar on the hatch in the right ballast to un-jam it. The design is to have the quirk of an automatic flak cannon, but with an ammunition loader that cant keep up. I may remove this feature if it causes too much confusion, sorry.
I have a problem with the flak cannon.
It simply doesn't work; I can't move it. I have the aiming "symbol" that appears normally, as if I were using any turret. Except now I can't raise/lower it or fire it. And that's since I bought the sub. Is this a bug? Do I need to activate something?
Help me :'(
i will revise the build
is perhaps a game bug with the new flak cannon.
I wish i knew whats happening there, same issue is happening on the copperhead special variant. nothing should be exploding when the ship is rammed.
I will swap it for a railgun in the next update,
> Are you using latest version.
> Any mods that change containers or access cards
The bottom hatch is mow marked properly as an airlock (blue waypoint) I've tested that they can find their own way back into the sub and it works for me.
Hmm... I don't think I made all the water detectors on the Minotaur indestructible like on the basilisk... But. there is likely a game glitch with the pump locking itself - there is no instruction to pump water *in* anywhere on the flood control pumps, only a sensor to turn on when water is detected.
I'll take a look and socket a memory component that will always be -100 for target water level, see if it helps. Glad it's resolved.
Just wanted to bring your attention to something on the Minotaur, the Cargo(?) area's pump bugged out for us last night. It was constantly automatically set to 100% water in (so it was flooding that room and sinking us) until I removed the Power_In wire and reconnected it. No idea what caused it other than that it started happening after we took heavy hull damage from the bottom of the sub from Hammerheads.
For info - It's a 20 second cool-down on each coil sensor in a 500 unit radius around each coil. enough to zap a lone crawler if you're caught sleeping but thats all :)
2. There's no more room to add an armory like the Basilisks, I've tried. There is a secure safe in the workshop that is for Captain and Security only. Try making a couple of secure crates. there is plenty of shelf space aboard.
3. - Shell Racks? sure can do that.
Apart from that, whats your favourite thing about the ship?
1. The suit and oxygen rack in the engine room are not connected to the power supply, they cannot be inflated automatically.
2. Can you add a arsenal, we don't have a safe and obvious place to store my weapons.or make some lable to guide player find gun.
3. Is it possible to add 2 railgun shell racks, the firepower of the cannon is sometimes not enough, and there is no place to store the shells when we need to change it.
> Ballast pumps will cut power after Purging.
> Master Pump control lever by junction box cuts power to all pumps.
> Unlocked all wiring. (dont forget to lock permissions in multiplayer)
> Medbay Powersaver sensor is now optional (lever on off)
> Medbay Door is Automatic
> Added condition readouts to reactor, air supply.
> Added Manual control lever for bottom airlock Hatch
> Flak now has toggleable Searchlight (HI-BEAM Lever by periscope) for illuminating wrecks and beacon stations.
Drone control was hard to find? I will move it to the glowing green screen in command.
Dock the drone to make it sit properly :)
Thanks nurse
The alarm in the command room didn't add words, he was just flashing lights.
I didn't find the drone console.
It seems that there is a little deviation between the position of the drone and the hole. Maybe his model can be a little larger
--
Just made a big update, bot Pathfinding for fixing bottom airlock solved,
New Auto docking systemn is now switched on, has been tested extensively.
Reinforced Hull with plating in command room and front ballast.
Many other improvements and features - see changelog.
Fixed.
The suit power network is routed through the medbay relay - which.... shuts off to save power when no-one is in medbay -.-
Fixed.
So much wire spagetti...
Thanks - <3
Check the changelog, She's looking seaworthy.
I'm going to make sure bots can repair all areas of the ship without handholding. make sure all suits are connected, add some buttons to the bridge, triple check for anything I've missed.