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1. If you plug the mech into the station, you're gonna blow every fuse on that station.
2. Reactors don't actually consume fuel rods when you're docked at a station.
1. Go to the exit area and take some fuel rods in the medical compartment. (Press ALT if you can't see it. You probably can't see it)
2. Put it in the reactor and if I'm not mistaken, you can't put it in auto. You have to manually mess with the two pointers to generate output power.
3. Make sure that the batteries are receiving power. To do this, go to the center area and select one battery. Just see if the numbers are rising (Press ALT if you can't see it)
4. If it's not rising, you're gonna need to activate the button which toggles battery charging. It is the button near the chair in front of the sonar
perhaps smaller ones? i love this mech alot
Literally the only negative feedback I could give since everything else is well-placed.
Fixed some clipping issues.
Increased interior storage capacity.
Added Emergency fixfoam repair system. You can manually trigger this with the button located to the right of periscope. It also automatically gets triggered when a compartment reaches 50% flooding (Or reaches High Pressure for the Balast Tank).
Added a little sleeping compartment above the loaders.
Moved the battery charge indicator to the window of the mech to create a Heads-up Display.
Added a vertical velocity indicator and a horizontal velocity indicator to the mech HUD.
Added a very simple "proximity warning and bearing indicator" to the mech HUD.
Fixed engine not being interactable.
Fixed oxygen generator not being interactable.
Optimized pumps with water detectors.
Slightly nerfed engine output.
░░░▄█▀▀▄▓█▓▓▓▓▓▓▓▓▓▓▓▓▀░▓▌█
░░█▀▄▓▓▓███▓▓▓███▓▓▓▄░░▄▓▐█▌
░█▌▓▓▓▀▀▓▓▓▓███▓▓▓▓▓▓▓▄▀▓▓▐█ THIS IS DOGE
▐█▐██▐░▄▓▓▓▓▓▀▄░▀▓▓▓▓▓▓▓▓▓▌█▌
█▌███▓▓▓▓▓▓▓▓▐░░▄▓▓███▓▓▓▄▀▐█ COPY AND PASTE HIM
█▐█▓▀░░▀▓▓▓▓▓▓▓▓▓██████▓▓▓▓▐█
▌▓▄▌▀░▀░▐▀█▄▓▓██████████▓▓▓▌█▌ SO HE CAN TAKE OVER THE WORKSHOP
▌▓▓▓▄▄▀▀▓▓▓▀▓▓▓▓▓▓▓▓█▓█▓█▓▓▌█▌
█▐▓▓▓▓▓▓▄▄▄▓▓▓▓▓▓█▓█▓█▓█▓▓▓▐
I also installed water sensors so that the bilge pumps won't waste power and will only turn on if there's flooding, but this is just for probably unnecessary power saving.
---------------
Power: I found three major issues relating to the power system of the mech.
Recharge: Even with external lighting off, the batteries discharge faster than the reactor can recharge them. If you needed to recharge your batteries in the middle of a "dive" you'd have to go around physically unplugging systems. I resolved this by increasing the recharge speed and max recharge speed from the current 500 to 2500
Low Voltage: While I was writing this, I was investigating the issue of the mech suffering from "Low Voltage" that was rapidly damaging the batteries and circuit breakers in the mech in game. I found that it was because of the relay component all the batteries pass through. It's capped at a max throughput of 3500kw, but the mech needs 4600kw just while idling. This was solved by increasing the Max Power from 3500 to 10000 (just to give plenty of overhead)
Clipping/layering:
The boxes on the ammunition shelf in the reactor compartment love clipping in and out of each other, but by increasing their scale to .4, it still snugly fits back there while solving most of the clipping.
The pipe that connects the pump in the suit locker room to the oxygen generator is layered over the pump. I'm assuming that's not intended as the pipe doesn't reach the floor.
The ladder in the mech is half on top of and half underneath a compartment near the floor of the command area (It's hard to notice, but once you see it you can't unsee it), and climbing on the ladder causes the player to clip through a number of objects in the sub, but strangely it only happens if you grab the ladder while facing the back of the mech.
Now, finally, my QOL Upgrades:
Made a Fabrication Bay (Med Fab, Fab, Deconstructor, Research Station) which can be toggled on and off with a switch.
To support the fab bay, upgraded the small storage compartments by hiding steel cabinets behind them, which I then linked to the different devices (ie. medical compartment to the med fab, engineering compartment to the fab and deconstructor, etc), providing much more storage for the player.
Created a physical separation between the ballast tank and the command compartment.
Added an emergency fixfoam repair system that can be triggered manually or automatically when a compartment reaches 50% flooding (Or reaches High Pressure for the Balast Tank). (This set up saved my rear when fighting a hammer-head in-game)
Added a little sleeping compartment above the loaders (just makes it feel more cozy and realistic to me for solo runs, idk)
Moved the battery charge indicator to the window bubble of the mech to try and create a sort of "HUD" for it.
Added a vertical velocity indicator and a horizontal velocity indicator to the mech HUD
Added a very simple "proximity warning and bearing indicator" to the mech HUD
------------
I think that just about covers what I've found and done with it! Feel free to message me here if you have any questions about what I've done!
Also, if it's no mind to you, I'd like to try my hand at making a D4U-2 "Heavy", a scaled up version of the mech for more crew, such as two or three people in it, but still operable by a crew of 1. Naturally you and Arthas would get all the credit for the design. Thoughts?
Small fixes:
*Disabled the decorative searchlight on lower leg.
*Disabled the engine damage (there is a cap on engine propellers, gameplay wise it should have been disabled anyway)
*Removed a ghost ladder that was used for testing
Otherwise though, this looks great! Keep up the good work!
Added weapon switching by changing periscope angle. You can toggle this with the button just left to the Electrical Discharge toggle button.
Fixed turrets FOV getting blocked by a hull parts.
Moved around some objects to prevent accidental clicks.
Added button descriptions on mouse hover.
Added User Manual in form of logbook. It can be found inside the cabinet below Captain's chair.
Improved neutral ballast level.
Some object depth fixes.
Ultimately, the legs don't have to move if you never see them. Hearing them would sell the illusion.
Fixed AI Waypoints
Fixed Small Pump in Airlock not being accessible.
Fixed status monitor not being linked.
Replaced "doors" with "doors with buttons".
Fixed gap between command room and ballast, and removed the extra pump on command room.
Fixed overlapping items.
Fixed depth being incorrect on some places.