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AI waypoints that have issues include, going entering Ballast C hatch, (ladder waypoint is too close to the hatch) fixing the drainage in the brig (AI tries accessing it from the floor below, easily solvable by deleting the waypoint on the top of the ladder), and going down from the hatch to the left of the upper airlock when autodoors aren't working (same issue as in ballast c) and lastly going in/out of shuttle/shuttle ballast, but despite these, this sub is amazing.
It's a bit tricky, and I had similar problems when developing it. The important detail is that the sequence in which you connect the railguns matters - if you have one periscope and two railguns, the one connected last (position, not trigger) in the editor will be displayed.
That's the initial setup, to make sure the right gun is selected when loading the sub - afterwards the connections can be swapped with relays (in my case, it uses some sort of timing mechanism to swap after 2.5 seconds after firing). The same principle applies when connecting the periscope via relays, the last one will show first (I think I also switched the initial state of the other relay off in the editor to make sure).
It's been a while since I worked on it, and I'd need to look into it again to give a full explanation. I might do a standalone version of the circuit, but I don't have much time for baro stuff at the moment.
Nope, new ships will appear at sub dealers even if you added them mid-campaign (as long as they're in the active mod list). It's tier 3 though, and will only show up in larger/more developed outposts, and too expensive to be available right from the start.
Thanks for spotting it, power for the charger has been fixed. As for the airlock, I couldn't replicate the problem at first, until I damaged the ducts too. One of them was located fully inside the wall piece (white boundary), so it could only be accessed and repaired when the wall itself was broken. Moved it a little so that one side always sticks out towards the hatch, I hope that will fix the problem.
And there's a glitch where the lower airlock, if broken into, keeps leaking water despite repairs. Not an end of the world issue in either case, but I thought I'd mention it.
Thanks for working on the AI pathfinding issue.
The problem is fixed now, I forgot to add forced docking directions to the ports. Sorry to hear about your bankruptcy, but you can continue the campaign:
1. Open the sub in the editor and make the changes you want
2. Press F3 to open the console and ented "debugdraw"
3. Open save menu, set the price to 1mk, hit enter, and save
4. Enter debugdraw into console again to turn it off
That way, you can buy a copy that works (if you can cut through the shuttle and get into the outpost somehow). It doesn't count as a cheat, and you can continue the campaign and get achievements.
Probably it is a stupid question... But you seem aware of question and I'm sticking to this sub for the last part of game. I do play solo and it just look like a perfect solo sub with AI.
I love this sub, but when I bought a local edited version at late campaign (simply removes some unliked decoration objets for immersion and updated the price to 120k), once bought in campagn the shuttle dock to the sub the wrong way (shuttle lower port up the classic sub dock port) resulting a huge mess and a sunking sub, I am doig something wrong ?
I'm not running a lot of mods trying to keep the game "clean", but I somehow ruined my solo game (went bankrupt to buy the edited version)
/!\These problems are more like unrelated to this mod Great sub here /!\
I've moved the reactor to a more "normal" position. Hopefully, this will make it easier for AI pathfinding (I think having it hover above the ground might have caused problems). Test results seem good so far, please let me know if you keep encountering problems.
Thanks for pointing that out, I'll look into it again.
Thank you for the info! Suit and tank storage has been fixed now.
Orderly wires keep me from going insane when working on this thing;)
Does the searchlight switching from the bridge periscope work for all 4 lights (should only switch once for each click)? And, does the Railgun fire properly? It should keep firing every 5 seconds as long as you keep holding down the trigger, if it stops something is off.
Hmm, you mean the lamps stay dark at the beginning?
Just a hunch, but are you using a LUA-based mod to increase performance?
Does causing an alarm (just poke in ship) or going silent (nav console) change the lighting?
Please try this version and tell me if it's brightly lit after the start: test
Also, do the lamps inside the captain's room and the brig (left and right of the crew quarters in the upper right side) work if you use the switches?