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bring wrench and fix them.
Well, I have a ship that hides everything related to energy except the reactor. I haven't seen a single supercapacitor and my bots do any repairs. It also has 4 turrets that auto operate. For some reason it completely eluded my mind, that supercapacitor thingy =O
I am just a humble captain trying to get through. Using the helm, sometimes fighting off monsters or doing hull repairs are all I know...
You need to connect the turrets to power through a supercapacitor included in the mod, or a vanilla one already on the ship. Regarding that, every turret in the game (including vanilla ones) needs to be connected to power through a supercapacitator.
but Flak turret seem not doing that.
replace with new turret only last for one area, it light will bugged out after load screen to the next area.
not change/touch turret light setting.
placing other spot.
reinstall mod and verify game file.
so far got no idea, rn I just grab my lua tool and change the light range of those indicator lights every round.
so I set them all to 0 like light on vanilla turret's ammo loader, this fixed it.
however, next load screen will reset the number and have to redo it.
but there are more thing I wanna try to get around it and not game breaking bugs so it not a big deal
I can't duplicate this
Are you using any light/shadow mods?
And regarding depth charges, the item has such a property, it's best not to overwrite it.
it is a very good light
I only tested on all turrets point up, haven't try point down version.
it is a light glitch, it shine my entire submarine.
to replica the glitch
>place Turret
>insert Ammobox in it
>(not sure on this) wire power from Supercapacitor
>Save and Exit
>Load save
>it then bugged out
- This light is shine even if Supercapacitor is not sending the power.
- You can turn light off by simply remove ammobox from the turret.
- Changing light of the turret did not fix.
I believe this light glitch is related to the Light Indicator of ammo.
some screenshot [imgur.com]
tomfoolery at it peak
Idk what cause it but my sonar keep detecting depth charges inside the tubes (small dot like crawler)
Did try drop depth charge(item) on the roof and ground outside sub and sonar detecting them as well, so I think it just how the game work.
(sorry, just me rambling and for similar issue users that want to know)
I can add a new cable slot, it's not a big problem.
and will Portable Supercapacitor get abit of update, Vanilla one have wiring port call "Disable Output" (it work like Set State on many electrical)
quite useful if I want to disable connected turrets all at once.
In the new version, the messages are corrected, disconnection is now possible without a key (in fact, it has always been like this)
I mean it quite a messy works I think, hope you not overdo it.
2. and 3. will see later on
4. I think it is ok to keep as it is, but I wont stop you. Im fine with it being simple to use
1. Turrets only shoot at monsters, I don't change it because it is objectively difficult to tell people apart (theoretically I can use tags for the crew, but will a whitelist on the crew really solve the problem? What about other mods? Targeting monsters as a whole is easier to maintain.
2. Unhooking works for me without any problems, try press e with a wrench I tested it several times but I will check it again.
3. I will do this in the next patch, it's a minor change left from testing.
4. Yes, because you can have many of these tubes. (This is caused by linking, similarly to auto aiming systems. If I added linking like in the case of lua, if the linked element is deleted, it will crash the game. ) If you want, I can consider a special launcher with multiple charges.
- turret seem to not target enemy humans
- you cannot detach the turrets (other thing like scope and capacitor seem fine)
- it can still firing even if ammobox is empty but no bullet from doing so
- do I really have to swim outside submarine to reload depth charge tube?