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Are the rest suppose to be automatic?
Periscope is for long range shooting
‖color:#9370DB‖[ADAS-117 Dragoon]‖color:end‖ Failed to load "C:/Users/valen/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/3404628764/flarelauncher.xml": Failed to add the prefab "Flare Launcher", "flarelauncherturret" (Barotrauma.ItemPrefab) from "ADAS-117 Dragoon" (C:\Users\valen\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\3404628764): a prefab with the same identifier from "Flare Launcher" (C:\Users\valen\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\3039041177) already exists; try overriding
at Barotrauma.PrefabSelector`1.AddInternal(T prefab, Boolean isOverride) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Prefabs\PrefabSelector.cs:line 116
at Barotrauma.PrefabSelector`1.Add(T prefab, Boolean isOverride) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Prefabs\PrefabSelector.cs:line 35
at Barotrauma.PrefabCollection`1.Add(T prefab, Boolean isOverride) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Prefabs\PrefabCollection.cs:line 405
at Barotrauma.GenericPrefabFile`1.LoadFromXElement(ContentXElement parentElement, Boolean overriding) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\ContentManagement\ContentFile\GenericPrefabFile.cs:line 39
at Barotrauma.GenericPrefabFile`1.LoadFromXElement(ContentXElement parentElement, Boolean overriding) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\ContentManagement\ContentFile\GenericPrefabFile.cs:line 53
at Barotrauma.ContentPackage.<>c__DisplayClass58_0.<<LoadContentEnumerable>g__loadFiles|1>d.MoveNext() in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\ContentManagement\ContentPackage\ContentPackage.cs:line 283
I have a few questions and requests that interest me, if you have the opportunity, please answer them.
Questions.
- I know that most of the turrets and gun systems are automatic and only 4 of them are manual, the question is is it possible to turn on/off these turrets or interact with them in any way?
- Perhaps the answer to the first question lies in the terminals, so please tell me what you can use the terminal for, what the information shown on the terminal says at the moment, and I can also ask you to share your experience using terminals (Since I don't even know what to do with them, maybe look for a couple of guides but if there is a possibility, I would also like to learn something from you about them. It's also difficult for me to use the terminal because I don't understand English well, yes, yes, I write all this through a translator, so I'm sorry for the inaccuracies).
- Are there any problems with bots on this ship at the moment, are the bots on the submarine behaving normally?
- Do the automatic turrets have ammunition, and if so, where can they be reloaded?
- It is possible to control the rocket launcher above the command post, but I don't seem to have found where to reload the missiles, perhaps it also has endless ammunition, or maybe I can't access the rocket launcher? (I can't remember exactly that moment, I'm sorry)
- I'm also wondering if the damage from automatic turrets is too high, how much is it balanced?
- It also became interesting to me that the range of the perescope can be increased with pumping or it will remain as standard, I have doubts about the convenience of viewing, given the length of the ship, although it's probably not bad either, because everything is not perfect, everyone has certain properties and capabilities.
- By the way, about the review, and to be more precise, pumping, are there any problems with improving the ship, will it improve as easily as any other vanilla submarines?
- One more small question, in the lower airlock from the top right, is this a mini-turret? :)
Requests.
- Can I ask you to raise the price of the submarine, because starting from the 3-4-layer hull and ending with powerful gun systems, its price is 17550, it seems to me that such power should cost at least 50,000 credits, although it may be a lot for someone, but I am starting from my situation in which my friend and I they easily accumulated 30000-40000 credits. (I would try to change the price tag myself by digging into the mod files, but unfortunately I can't do that because I play through cloud gaming, so I don't have access to the mods folder)
Thank you again for your hard work.
Answer.
-Automatic cannot be turn off. But they utilize Small Reactor as power sorce.
- All Terminal around Submarine they're just for Lore about Turrets and give some information about them.
-There might be some error but i already fixed most of them.
-All D.W.S.[auto turret] have unlimited ammo.
-You can access control panel on the left in command room[above Navigator seat].
-Most of them can't penetrate heavy armor but they do have moderate damage.
-Can be upgrade maybe. Not sure about this.
-No problem with upgrade.
-Yes, it is a mini-turret. :>
|About Requests.
I might increase the price to 25k or 30K credits
And sorry for late reply I'm busy this week.
Thank for supporting my work :>