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- Additional Rear Anchor (@bobertothe3)
- Additional IN/OUT refueling ports/anchors on the bridges balconies (@bobertothe3)
- Additional Mag Alls on the helipad (@Jes6308)
- Fixing the instrument panels for the Radio Operator Station (@Jes6308)
- Fixing the crane flow rate instrument panels (@Jes6308)
- Rear steering propellers used for stationary turn (@bobertothe3): They are kinda linked to the main thrust props and it would require a bit of an overhaul to get that working. Definetly doable, but some people find it too maneuverable already. I think the current implementation is a good compromise. Feel free to do it though. :')
- War Variant (@Kameha): I love this idea. I am currently not that good in creating anything that shoots really. Maybe I'll try it one day. This is definetly a variant I would love to see come to live.
I hope I did not forget something. You can always look at the update notes and maybe your problem was fixed already. I'm always happy to read your comments.
As always, you are free to change/add anything you want and upload it to the workshop (details in the description).
Thanks again for enjoying the Beluga and for helping in making it better!
1. another anchor to the rear left side so the ship doesn't shift a lot in rough waves.
2. when turning in high speed mode when throttle is 0 have the back thrusters fire as well so the ship can pivot {IE tank turning}
now for my new questions.
what does the cross-flow pipes do.
how can i fill the cargo tank/fuel tanks faster (it takes me about 30 minutes to get 1/4 filled)
Good catch. The mag all has no specific purpose. It could be used to pull something small towards the ship (i.e. a small boat), but is more of a leftover from the original Beluga where it is used to help with the positioning of the crab pods if need be. There was some space left and I just put it there on the tanker as well. If you have any wishes for other equipment that could be put there, please let me know (multi purpose deck pump, more seating, more hoses or something).
Would love to see a nuclear version. I've not build a reactor yet. So much to learn in this game. ^^
(I experimented with different solutions, but something like a toggle to completely change the driving behaviour was too much work and I think that this compromise works well, but let me hear your opinion)
- Updated steering and throttle sensitivity to smooth out the movement of the ship
- Updated autopilot PID to turn more gently (this increases the turning circle)
- Updated Target RPS panel labeling on the bridge
The last one is to make it easier to understand how to set the target RPS.
Those changes should make it easier to operate the ship a bit more gently while still maintaining the power and a good level of responsiveness (it was definitely my target to make the ship feel agile, so it continues to feel more maneuverable than it should be). If you want to, you can always reduce the clutch of the engines. A value of 0.5 can makes it feel more like a CVT. The clutch levers are in the front of each engine. This will reduce the max speed though.
I like the idea of having a heavier driving behaviour on a toggle. I'll try that.
For anyone else wondering, you can read all about the autopilot here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3277846721
You can add multiple waypoints either directly on the map or by opening the coordinate input window, clicking on the coordinates, then entering the coordinates through the keypad. Then there are two buttons (left: add it as waypoint | right: jump to location). I hope this helps. Amazing autopilot/map, but this is the one thing that could be improved on as it is a bit tedious. But that's alright. :')
If you repair the hull damages, the bilge pumps can refloat the ship. The auxiliary generator has some reserve air to run for a while even if the vessel is submerged already.