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I figured out the problem with line of sight gaps for doors and hatches - I use sizes less than the default 0.5, in which case gaps appear after opening and closing if the door hitbox touches the wall (bottom for doors / right for hatches). Also, the recommended default size applies to the walls, ideally they should correspond to the thickness of the doors. In addition to the default 0.5 sizes, it is also recommended that the middle of the doors and hatches be as close to the middle of the adjacent walls as possible.
I fixed it wherever there were gaps, except for the engine bilge.
BUT all this is just my guess, because the hatches in the ballast don't behave like that..
Barotrauma editor is just a pain. Here some hitboxes should overlap and some shouldn't. And sometimes this rule changes, depending on the object and its size, and the difference sometimes reaches 1 pixel. I'm not even talking about component logic :D
Yep, because of Front G2 P1 there is a small section of invisible wall due to the fact that I had to resize it to get this shape and volumetric cut effect.
Forgot to return vanilla 1.00 min/max rotation speed for the chaingun. I am still thinking about installing an extra discharge coil in front of the captain's glass.
It's just that this ship was not conceived as a universal one. It's a heavy transport with decent weaponry, so I'm still looking for a compromise.
Also, the oxygen generator is rather weak (only 400).
Thanks for the feedback!
This should help, and give the captain the gameplay of crazy button spam :D
A second EDC should definitely work, but like you said it's not really meant to be 100% protected and perfect. I also don't want to change the hull since it has such a nice design and I dislike messing with someone's concept, but maybe something to smooth out how the gap funnels and traps enemies? I blocked out a rough idea, but I'm not sure how to share it via image.
Through description, starting from the captain's spotlight, add a default Shell A 26 Degree piece, mirror it on the X axis, then connect the lower end of that to a Shell A 0 Degree piece, have it continue on until it reaches the cargo section roof's Large Horizontal Inside Wall piece. Haven't tested it, but it would keep the nice shape while reducing the "capture" effect the original has. May even scrape some of the creatures back up into chaingun range.
I would like it to be completely consistent with the blueprint, the flaws only emphasize the non-universal essence of the vessel.
In addition, the submarine has good vertical maneuverability. I think the captain should be able to change position depending on the situation, or throw off the monsters with an extra coil and dive quickly.