Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I suspect its the button logic part - converting binary to string to support written commands - that should be reworked, as the other logic does not have this issue. Should be pretty easy to just remove out.
Small warning - One thing i noticed with these ballast logic is that the ballast buttons appears to sometimes NOT execute properly when used by (non-host) players when the host player is located outside of direct viewing distance. And that's not great when they often must be rebooted after detecting water breach (for power saving / flora defence).
I am not sure if its caused by a new update or what part of the logic gates must be reworked. Testing is such a hassle with this server-only bug.
Maybe when one day I make a good sub, it will go something like this:
I was that little boy that baby boy was me
I once was a boy, but now I am a mahaaaan
I fought the nightman and lived as dayman
Now im here to ask for your ballast flora logic
So if you want to marry man will you marry me
Will you come on stage and join me, in this thing called matrimony?
Please say yes and do not bone me, please just marry me
Yea I read the previous messages and just wanted to inform that there are more cases of that auto-turret fail issue. During typing of this message I'm testing it out through mods. The result is, in vanilla game the turrets half trigger 6 times, then make 1 shot. They still pack a punch in sandbox mode. Obviously same for modded version as well. Multiple triggers, ending up with single shot. That works.
I've no idea what HW is, my OS is Win 10.
Last part is probably misunderstood. What I was telling, when you activate navigation there is a linked status monitor next to it. This status monitor is placed at the fabrication. So if the status monitor in fabrication is broken, you can not see ship status from navigation.
The auto-turret system issue cannot be reproduced on my end, so difficult to fix... what kind of HW and OS do you have?
There are 3 status board, whereas two of them are linked to the navigation to allow steering from other areas, is there a reason you need all 3 linked?
The ship can survive against most monsters, especially bigger ones thanks to ballast tanks surrounding it.
However there are a couple nitpicks that bothered me. Such as, one issue explained earlier by another user;
The auto-turret system doesn't work. Laser guns charge for a second then break without shooting, rinse and repeat.
Thus I replaced laser guns with coil guns but the top left laser gun remains, it is untouchable and after the replacement, can not shoot due to loader providing coilgun ammo now.
A smaller nit-picking would be the status board linked to navigation is located at fabrication, instead of being navigation room. This is rather a leg work to go down there and fix the correct panel, instead of just fixing the panel next to navigation.
These issues do not sound intentional, especially the former.
I could implement a conditional delay, ensuring that once triggered it will have an unbroken signal for the required fire time
The targeting system is also connected to the alarm system, might have bigger consequences of functionality
I'll think about it some more
Good to hear the labels work, still, its so weird text scales differently for you...
Hmm, I'll investigate the shuttle hatches - maybe you have the shuttle turned on? It also opens the hatches when you do that...
I had that exact same CPU... I think a decade ago lol, was pretty decent back then. Hmm, it might be worthwhile optimising some more with OR comps then.
I used SIGNAL comps initially, as they are a lot more flexible and the game's logic is enough of a headache as is, but this likely comes with some performance penalty I would imagine.
Thanks for the feedback and happy new years to you as well!
As for CPU - I have pretty old i7 3770k. Vanilla sub like humpback is 150 fps, yours is 45-50, with can go as low as 20 during combat, I think because of autocannons. I just turn it off when playing with friends, which helps. After your current changes, I think I even gained like +3fps :)
Regarding hatches - I can swim through them when they are seemingly closed, and saw thresher halfway in, shuttle also gets damaged, while they seem to be untouched, so they do not do anything outside of looking cool/immersive, I think.
Anyway, happy New Year!
Added research station
Changed fuel/reactor colour
Increased spacing for labels
Minor visual fixes
Fixed 4th diving suit input
Performance enhancement, changed 50+ SIGNAL comp to OR comp, should maybe help weaker systems, could do more if it works
I'll think about the Research Station...
True, the text colour should be changed, maybe gonna make an offset line colour to indicate its origin instead.
I think you might be playing with a different display setup than mine, which creating the label discrepancies (i do not see it on my end), whats your display resolution and windows display scale? (not sure what would affect this, but its a guess...)
The hatches help keep unwanted guests outside, and not get stuck in the shuttle area, its really annoying navigating around without from my experience.
Damn below 30 fps? I get minimum 160 fps - what do you get on a vanilla sub and what CPU/GPU do you have?
And hatches below shuttle don't really do anything, may be remove them for a bit more optimisation? The sub is so loaded I get sometimes below 30 fps :( Will probably not help that much, but still.
Bots will struggle to repair this sub, no doubt, but since it is actually an auto door (just stand closer to it and it will open) they might be able to fix it if I increased its range. But this would make unintended flooding happen more easily. Either way, I am not sure I can reliably fix it, as is.
I might redo the whole glass area to allow more sight line and remove the blast door, not sure yet. Could look cool though
I could not reproduce the ballast issue at all with Lua, i suspect you have some sort of custom performance setting or mod, but i have no clue what
I did however find the cannons misbehave a lot. It came from priority issue/misconfiguring of the state control (specifically reset pos). I reworked the wiring here to something more readable, and should be improve performance due to reduced signal comp, even though more components are added overall
Alright, I'll investigate and check if can reproduce it
Fixed shuttle dock door, wire was accidentally deleted, thx @Antinomy
Added manual ballast maintance continous power surge requirement check (memory component on bridge nav). @Madd Ladd You can increase this value, if the ballasts are disabled for no reason. It works fine vanilla, but i am not sure what happens with lua etc. This might help, try for example 0.20 (e.g. 20%).
Added manual engine limitor (mem. compoment on nav) this can help make stealh travel more easy to manage. @Projekt Pleasure
hmm, ill investigate, not intentional for sure
@Madd Ladd
are you using Lua w/ Performance Fix? Or other mods? Should work fine vanilla
Thanks for feedback
Right off the bat however, I noticed that a door that leads to the shuttle is forever closed once it's undocked(button always red no matter how many times clicked). Docking back doesn't unlock it. Or have I missed something?
okay i have fixed the cannons. typed in the wrong field
there seems to be an issue with the displays. so far have no clue what happened, not sure if anyone else sees completely over brightened displays?
Oxygen shelves has been fixed and changed cannon light to contrast better with bg, thx
Perhaps it's just me, but the lighting for the ship's guns is far too mild for them to be usable.
Haha, let me just warn you that logic in this game is a super painful endeavour, but maybe I can point you in the right direction if you are stuck. You can dm me on discord at Artic (Jimmy)#3338
hmm yeah might be, but it should be pretty simple
you can hide all wires to get a better overview :)
I have added short descriptions to most of the logic, just follow the wires and you should figure it out in no time. Is there anything in particular this does not make sense?