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There is one solar panel on the generator anyway so a trickle charge is coming.
Currently double checking the maze of electrical wiring as there is more than one power grid.
Fixed main generator not seeing current batteries to know when to increase generator clutch.
Determination: There is enough residual power in all the switches, monitors and so forth to maintain power for a while. Using the electric propellers will drain it to confirm that it is off the grid. Thus, wiring is fine. It just stores enough energy to stay lit for a while.
Fun: Creepy party to trick to slowly drain the lights into ever deepening dark.
Note the total diesel onboard with that generator tank is a little over 40,000 L for those looking to spawn it in career mode.
Pilot battery label fixed
I’ve traced this to a base game issue with the “physics sensor” block. A bug report has been sent. Pending them fixing it a work around has been found. A circuit breaker is now provided just for the physics sensor. There are a few steps needed.
On game load if flickering controls:
= Go to engine room for under stairs and by stairs circuit breakers
= turn off auxiliary generator if on (and/or disconnect from other power grids)
= turn off physics sensor circuit breaker
= turn off other circuit breakers
= go to pilot seat
= drain residual electrical power by running electric propellers forward and back
= once switches drain of power the flickering stops
= go back to engine room
= turn breakers back on
= turn physics sensor’s circuit breaker back on
If the pilot map isnt showing the right location you forgot to turn the physics sensor circuit breaker back on
Would you give a hint to the startup prozedure? I found the notes at the machine block, but there are so many buttons - I'm lost.
And is it normal, that the ship tilts slightly to the left immediately after spawning?
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@Cap10_Bull
Added a note block by the throttle which reads:
To start: Throttle to 0.3 or higher. Gears off. Press and hold start by gear switches until RPS shows engine starting.
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Also you'd want the engine shutdown to be OFF. Its the red button on the center top dash near the window. Its next to the compass. You use it a lot as a means to stop the engine when at rescues or docks.
Electric propulsion is unaffected to the general plan is to drop the engines a short distance out then come in on precision mode.
Minor sloping in cabin sides for more window view and easier time washing dishes at the sink.
A fuel in hand valve default set to open to avoid confusing new users when they cant get fuel in on that side.
There is water flood detection and pumping in the under crew cabin and lower cargo areas.
As there are several large handhelds on board added to the description here on steam the links to them to handle explaining their uses.
Also a slight restyle of the rear arch to be more smoothly curved now that the stern navigation light is no longer in it.
Added rear small connector for towing small vehicles. This could be replaced by the user to a larger one if they had a suitable vehicle. Control button is on port stern rail with a red button for the connector on the red rear hull.
Limited stern ramp lowering angle slightly to avoid the look of overlapping that new connector.
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Also...
Removed the slim 1 mag all anchors as it turns out the game is dumping them out of the ship on spawn. Yeah SW.