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
1) Which variant, Nerwin or the mk2 (Rickover)?
2) Have you looked at the picture guides? They may help in understanding how the power system works and how to operate reactor.
3) It sounds like the Battery "low power" warning is going off, meaning the batteries aren't charging. This might mean the battery charge rate has been lowered (you can do so on the engineer console) or that the reactor is not producing power.
For power:
--Ensure the fission rate meter is high enough for the amount of power you're requesting.
--Ensure the pressure gauge (turbine speed) is high enough for the amount of power you're requesting.
--Ensure the battery charge rate for each battery is not excessive -- ie. if both batteries are at 100% recharge rate, this will far exceed the reactor's capability resulting in little or no power gain.
--Check the fake junction box under the pressure gauge or the generator junction box, or even the battery input junction box for the current power/load amounts. If you're seeing not enough load (default is ~80kW), then adjust battery charge rate. If you're not seeing enough power, ensure the reactor controls are adjusted to produce the right amount of power (default is ~80-95% pressure and roughly the same on the fission rate).
in the game (maybe this is only an issue on unstable at the moment, I am not sure).
I think I was able to see it twith all six of them there.
Monobi on the game's dicord also said in #baro-subs:
"Is there any way to stop text displays from shifting from left aligned to center aligned after starting the 2nd mission onwards in a campaign?"
So I guess it is a bug of sorts with the game currently.
The output gets mangled overlayed with the static suffixed white measure text here which is unfortunately because it becomes rather unintelligible this way.
I have to wait for the battery to recharge near the dock after each voyage even if there is little to no enemies engaged. Is that intended or am I doing it wrong?
-mk2
-Reactivity 80; Coolant Pressure looks like 90; Core Temp 4299
-Generator: Power 110 kw; Load 110 kw
-Battery recharge rates both at 50
I left all circuit breakers on but I wasn't using those equipment.
The weapons were rarely fired. Flood lights and other exterior lights were off. Thrusters off.
Battery % were like 30% after a 7km voyage. So I literally had to wait for more than 10 minutes near the dock for the batteries to recharge.
I understand I may have to "rest" a bit for the batteries to recharge after an intensive combat.
But it seems that the battery recharge rate can't even keep up with just sailing around.
However, I think it would be better if the batteries are instantly fully charged whenever the ship docks. Just like how gas engine in Holland works.
It's actually quite tedious that I have to sit on the nav console, swiping my iPhone for around 10 minutes when I arrive my destination to wait for battery charging. :/
By the way I never dared to turn on vertical thrusters lol It could result in another 10 minutes waiting for a vertical thruster pop.
Really?? I can do that without exploding my sub?
I'm too scared to touch the reactor cuz the Sub Guide for ♥♥♥♥♥♥♥♥™ says I shouldn't touch the reactor rofl
To be honest I still can't figure out what the reader on the Generator means.
Here's my grand scientific discoveries:
-Tuning down recharge rate will lower both "Power kw" and "Load kw". But Power kw will always be equal to Load kw in this case. Hence I *ASSUME* "Power kw = Load kw" means "situation normal"
-I tried shutting down everything except for life support (of course
-If I go recharge rate 60% + 60%, Power kw will be lower than Load kw (Power 108 kw; Load 120 kw), and I *GUESS* it's a no-no. The reactor can't sustain the load(?)
Power is what is provided by a source. Load is the demand requested. Power does not have to equal Load, but it is optimal if they do. Power divided by Load = Voltage. Most components function at 0.5 voltage, meaning power can be up to half of load (but not optimal for battery charging). Over-voltage can happen on certain components when power far exceeds load.
Power not being exactly equal to load in your situation is really about reactor condition. As you adjust these settings, watch the temperature on the reactor. You control the power by adjusting the fuel rods, the fission rate, and the coolant rate. You control the load on the power plant circuit by adjusting the battery recharge rates. Ideally, you can keep the battery load near the power level, but it is generally fine if these are somewhat off. The key is watching the temp to ensure you're not killing the fission by attempting to draw too much power. If power is over load, that is probably fine, but ensure the batteries and junction boxes aren't rapidly taking damage.
I can't remember fully, but I want to say with the mk3, I think 50/70 or even 60/70 can be achieved on the battery recharge rates before taking the temperature too low.
And on life support, that's just the O2 gen; you can afford to shut that off for short periods. You can realistically get your overall sub load down to just the coolant pump (which you don't want to shut off ever).
I'll try making the voltage (Power/Load) < 1 and see what happens.
About 'non-optimal' recharge rate,
if I set recharge rate to 110% with voltage [106/120=88%],
does it mean the actual recharge rate would be 1.1 (set rate) * 0.88 (voltage efficiency) = 96.8% ?
Don't bother with 4 fuel rods if you're playing with bots. Those idiots will automatically remove 2 fuel rods for some reason :/
Even with 4 fuel rods I can't safely make the Power more than 130 anyway. Just go with 2 rods, you'll get the same result.
So, 2 rods, Reactivity 50, Coolant Pressure 100.
The readings should show: Core Temp 5999; PWR Load 132; Generator Power/Load both 130
Also, our genius bot friends will always take out the second fuel rod at the start of the match if you leave 2 fuel rods in the reactor when you last docked. So you'll have to manually insert the second fuel rod by yourself whenever you start a match.
Updated to be compatible with New Frontiers update. Changes: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2098872748
Overall, defined role as Deep Diver and set prices: 5.5k for mk1 (so it can be a starter ship), and 16k for mk2 due to it's capabilities. Also overhauled aesthetics due to texture changes in update. A few fixes/additions.
Fantastic work!
But the price tho.
$5.5K -> $16K (and possible future price rise)
Crying_Michael_Jordan.png
Well tbh my major rationale for wanting to price to be $1000 is that I simply want to drive it at the start of the campaign rofl