Barotrauma

Barotrauma

Lemma III
Rancher_Ma  [developer] 4 Jun, 2023 @ 9:01am
任何意见或者BUG/Any suggestions or Bugs/Переведите следующее на русский язык:
各位的反馈对于设计局十分重要:lunar2019piginablanket:,包括但不限于:
  1. 仓室布局
  2. 无人机
  3. 外形
  4. 动力系统
  5. 武备
  6. 工程仓


The feedback from everyone regarding the design bureau is extremely important:lunar2019piginablanket:, including but not limited to:
  1. Compartment layout
  2. Unmanned aerial vehicles
  3. Exterior design
  4. Power system
  5. Armament
  6. Engineering compartment


Обратная связь от каждого из вас очень важна для нашего проектного бюро :lunar2019piginablanket:. Включая, но не ограничиваясь:

  1. Размещение отсеков
  2. Беспилотные летательные аппараты
  3. Внешний вид
  4. Система питания
  5. Вооружение
  6. Инженерные отсеки
Last edited by Rancher_Ma; 8 Jun, 2023 @ 5:18pm
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Showing 1-15 of 16 comments
Hyxth 18 Jul, 2024 @ 11:01am 
Is there by any chance there is a known issue where the bots will not leave the rightmost ballast pump after upgrading said pumps at an outpost? I seem to have an issue whereas after i had upgraded my pumping speed, the next round the mechanical engineer would not leave the rightmost ballast tank pump. he will respond to other orders, but when i tell him to repair mechanical devices he will sit in the ballast with the order glowing next to his name but he's not doing anything.
Hyxth 18 Jul, 2024 @ 3:54pm 
Originally posted by Hyxth:
Is there by any chance there is a known issue where the bots will not leave the rightmost ballast pump after upgrading said pumps at an outpost? I seem to have an issue whereas after i had upgraded my pumping speed, the next round the mechanical engineer would not leave the rightmost ballast tank pump. he will respond to other orders, but when i tell him to repair mechanical devices he will sit in the ballast with the order glowing next to his name but he's not doing anything.
I have figured out what the bug is. When the drain chute right above the front-most ballast pump is destroyed, the bots will stand in the ballast trying to reach it unsuccessfully forever.
Hyxth 18 Jul, 2024 @ 4:00pm 
Originally posted by Hyxth:
Originally posted by Hyxth:
Is there by any chance there is a known issue where the bots will not leave the rightmost ballast pump after upgrading said pumps at an outpost? I seem to have an issue whereas after i had upgraded my pumping speed, the next round the mechanical engineer would not leave the rightmost ballast tank pump. he will respond to other orders, but when i tell him to repair mechanical devices he will sit in the ballast with the order glowing next to his name but he's not doing anything.
I have figured out what the bug is. When the drain chute right above the front-most ballast pump is destroyed, the bots will stand in the ballast trying to reach it unsuccessfully forever.
this issue applies to the water chute above the left ballast aswell.
Hyxth 19 Jul, 2024 @ 1:48am 
Originally posted by Hyxth:
Originally posted by Hyxth:
I have figured out what the bug is. When the drain chute right above the front-most ballast pump is destroyed, the bots will stand in the ballast trying to reach it unsuccessfully forever.
this issue applies to the water chute above the left ballast aswell.
This issue also applies to the drain chute bottom left of medbay.
Rancher_Ma  [developer] 20 Jul, 2024 @ 7:46am 
@Hyxth, I really appreciate your report of the bug. I will check it and try to fix it.:lunar2019piginablanket:
Rancher_Ma  [developer] 22 Jul, 2024 @ 8:53am 
@Hyxth, I already checked all the spots you mentioned, like the "front-most ballast pump," "water chute above the left ballast," and "drain chute bottom left of medbay" in the shipyard. The bot can fix all of them. Plus, I used an EMP and a laser cutter to destroy all the mechanical devices on the submarine without flooding the chamber.

The only problem I found is that the bot might get stuck on the ladder when it tries to enter the drone and fix something inside. This is a tricky issue caused by the game mechanics, and it usually happens on submarines with smaller drones. But it's not consistent with your description. If you manually control the bot to fix the rightmost pump, would this sticking happen again when it breaks again?
Hyxth 27 Jul, 2024 @ 10:01pm 
All of the ones I mentioned are repairable when the hull they are inside is destroyed; however, they are not repairable when the hull surrounding them is repaired. At the end of Part 2, the bot just stands there and does this indefinitely.
Rancher_Ma  [developer] 30 Jul, 2024 @ 8:29am 
Originally posted by Hyxth:
All of the ones I mentioned are repairable when the hull they are inside is destroyed; however, they are not repairable when the hull surrounding them is repaired. At the end of Part 2, the bot just stands there and does this indefinitely.

Thanks a lot for making the video; it's really straightforward!

All the water chutes that are not next to the hatch door are embedded inside the hull (floor), and consequently, they cannot be fixed unless the floor is broken.

Regarding the second point, this is due to the low oxygen in the ballast chamber. The bot will escape from areas with low oxygen. Therefore, when they have a suit on, they can repair the pump.

I apologize for the design that led to this bug. I embedded the water chutes into the floor to reduce the number of structural components used. Additionally, I did not add oxygen vents in all ballast chambers to simulate reality.

Both of these are my design flaws, and I will address the water chute problem and add invisible oxygen vents in the ballast tanks for all my models involved.

Once again, I appreciate your feedback! Feel free to point out any bugs or suggestions.:lunar2019piginablanket:
Hyxth 30 Jul, 2024 @ 6:15pm 
https://youtu.be/ptR5rfZ5Pa0
https://youtu.be/L277NIPAVyE
https://youtu.be/AE2So6WvtQs

The oxygen mechanism where they leave the ballast is fine in my opinion. More realism is always welcome as long as it's gamified.

A second inquiry I have is regarding the doors on the submarine. Two examples provided show evidence that the door system on the Lemma is outdated or otherwise inferior to other modded or vanilla submarines. Even though the Dugong's doors are manual, an experienced crew can easily work around this with muscle memory.

I am not experienced with wiring, but perhaps you can create a smoother door mechanism similar to the U-571 Endeavor modded boat I used as an example. You could also wire it so that you can turn manual door opening mode on and off, making it similar to the Dugong's manual doors.
Rancher_Ma  [developer] 31 Jul, 2024 @ 9:56am 
Originally posted by Hyxth:
https://youtu.be/ptR5rfZ5Pa0
https://youtu.be/L277NIPAVyE
https://youtu.be/AE2So6WvtQs

The oxygen mechanism where they leave the ballast is fine in my opinion. More realism is always welcome as long as it's gamified.

A second inquiry I have is regarding the doors on the submarine. Two examples provided show evidence that the door system on the Lemma is outdated or otherwise inferior to other modded or vanilla submarines. Even though the Dugong's doors are manual, an experienced crew can easily work around this with muscle memory.

I am not experienced with wiring, but perhaps you can create a smoother door mechanism similar to the U-571 Endeavor modded boat I used as an example. You could also wire it so that you can turn manual door opening mode on and off, making it similar to the Dugong's manual doors.

Yep, The auto-door system on my submarine is pretty annoying right now. I focused too much on cutting down the number of components and CPU power requirements. Let me quickly explain how it works.

When the adjacent chamber isn't flooded, the door goes into auto mode, and you can't use the button to open it properly. To save on CPU calculations, the motion sensor's refresh rate is set to 1 second, and its detection range is only 0.5 meters. When the adjacent chamber floods, the door switches to manual mode.

I checked out the U-571 and Dugong (vanilla) auto-door systems. They're similar to mine (auto + manual when flooded) but use about twice as many components. The reason their systems work smoothly is that their motion sensors refresh every 0.1 seconds and have a detection range of 1 meter. So, each of their doors uses the same amount of calculation as about 20 of mine.

The reason my door acts up (when you stand next to it and try to open it in auto mode) is because my sensor's minimum detection speed is limited to 0.3m/s. I can set it to 0m/s, then the door will stay open when someone is near it. This is meant to close the door if someone is standing still next to it, like when they're using the periscope, which could be a safety issue.

But I totally agree that the gaming experience comes first! I'll fine-tune my auto-door system's settings to make sure the doors work smooth.

I can also design an auto-close system that only closes the door automatically but doesn't mess with opening it. This would be more in line with the "safety" theme in real life.
Rancher_Ma  [developer] 7 Aug, 2024 @ 3:20pm 
Originally posted by Hyxth:
Is there by any chance there is a known issue where the bots will not leave the rightmost ballast pump after upgrading said pumps at an outpost? I seem to have an issue whereas after i had upgraded my pumping speed, the next round the mechanical engineer would not leave the rightmost ballast tank pump. he will respond to other orders, but when i tell him to repair mechanical devices he will sit in the ballast with the order glowing next to his name but he's not doing anything.

Hi Hyxth,

The fixing of the bugs you mentioned and the improvement of the auto-door system have been completed. The latest models of all my submarines with those improvements have just been released. I have also added some unique Easter eggs to each of them. Once again, thank you for your valuable suggestions!:lunar2019piginablanket:
Hyxth 24 Aug, 2024 @ 3:27pm 
I'm uncertain whether the boat's mechanic triggers manual door mode in response to flooding, or if bot malfunctions hinder entry. Could you provide insight into the cause and potential solutions?

https://youtu.be/x5_B2dPZTnw
Rancher_Ma  [developer] 24 Aug, 2024 @ 5:15pm 
Originally posted by Hyxth:
I'm uncertain whether the boat's mechanic triggers manual door mode in response to flooding, or if bot malfunctions hinder entry. Could you provide insight into the cause and potential solutions?

https://youtu.be/x5_B2dPZTnw
Problem found! This issue was caused by my replacement of the manual door with the auto-door during the previous update. Since the door was removed and then re-added, the waypoint needed to be refreshed to recognize the door again. As a result, the waypoint on the door no longer identified it as a door, which caused the problem in the video.

I have fixed all these issues on the involved submarines.Really appreciate your feedback!:lunar2019piginablanket:
Hyxth 19 Jun @ 2:12am 
We meet again!

Bugs:
Drowning hazard in brig and crew quarters
A block of permanent water—deep enough to drown a person—appears in the brig and crew quarters after the surrounding walls take damage.
How to replicate: Throw one frag grenade into the brig.

Upper dock port small pump self-damages
The small pump in the upper dock port slowly damages itself until it breaks and continues this behavior indefinitely.
How to replicate: Spawn into the boat and observe the upper dock port small pump for 5 minutes.

Mechanic bots stuck in shuttle repairs
Mechanic bots are unable to properly fix items in the shuttle and get permanently stuck trying to repair them.
How to replicate: Throw one frag grenade into the shuttle.

Mechanic bot trapped in captain's quarters
After entering the captain's quarters to make repairs, the mechanic bot becomes unable to leave.
How to replicate: Throw one frag grenade into the captain’s quarters.
Note: The issue occurs when the duct block to the left of the hatch leading into the captain’s quarters is broken. After repairing the small pump in the room, the bot bugs out trying to fix the duct block.

Suggestions:
Flak cannon/railgun control confusion
When ordering bots to man the flak cannon (which can be switched to a railgun), they often fire the railgun even when it’s set to the flak. I suspect this is due to the ease of switching weapons by double-clicking the periscope, though I’m not entirely sure.
Suggested fix: Add a fifth periscope and remove the switching mechanism to prevent this confusion.

Small arms room in cargo lounge area
With the new lounge space in the stowage cargo area, I’d like to suggest adding a small arms room! I really like what you did with the oxygen generator, and I’ve always felt the single arms cabinet in gunnery was a bit underwhelming—especially since we all know how much everyone loves hoarding guns and ammo.
Bonus idea: Where the current arms cabinet is, you could replace it with two or three oxygen tank holders. We currently only have the oxygen generator, and the gunnery area is conveniently close to the airlocks.
Last edited by Hyxth; 19 Jun @ 10:54am
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