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
Was it simply a volatile rod hidden in the reactor room ?
What about making it 40 km/h That's what I'm doing on the Revuk submarine with my brother right now.
It's been a few updates since I've played so I'm not sure of any weird control conflicts. If you're really desperate to you could just use a wire to change the lights color pin.
@Пулемётчики
Vanilla engine upgrades give such a small force percentage difference that it's not really even noticeable especially with extremely large subs... and on top of that I've been nerfing the engines on subs for a while because clown-mains thought that anything above 20km/h was 'too overpowered' (despite more than half vanilla subs being more than 20, and many even reaching 25). Maybe I will see about increasing the base force stat for engines a tiny bit and doing some more extensive testing to find a decent middleground so the force percentage upgrades are more substantial increases.
They're specifically coded to not go into the reactor unless they're operating it or repairing, but then again it's 'Baro AI' so who knows maybe the flags that's supposed to make them not path through when idle just literally doesn't do anything.
The passive radiation was removed in an update, you might have an old version anyways - or you're playing with a mod that adds radiation back in somehow...? ( or a world radiation bug )
Bot's shouldn't usually stand idle in the reactor chamber unless they have an action to do, such as repairing or loading fuel. If AI crew are just standing idle then that's actually 100% a game bug.
I'll just patch it out, and if people feel like it they can use a mod that adds 'proper' radiation modeling to reactors.
I've taken the moment to read the desc here before i acquire this submarine, so I've prepared my crew for it.
Simply dedicate one E. engineer in PUCS, hazmat and talents to it. As for the electrical repairs, a hazmat on another guy.
It also helped I took my time going through three other T1 subs before this one.
i lost 4, 3 engi's and a medic, at least i was in sandbox XD. the maker really should make a bot friendly version at some point
0.5 is the default value on navigation terminal but it's editable so it can be changed based on what the tooltip says when hull volume is selected. This setting doesn't actually change the neutral buoyancy of the sub, it's just needed to tell the navigation terminal what the "zero" center position is for vertical control is, otherwise a sub would drift upwards or downwards slightly when the control is in the middle.
As for the shuttle problem, yeah I did account for the extra buoyancy of the shuttle. The issue is also slightly reduced by the fact the shuttle has it's own ballasts also filled to 'neutral' buoyancy by default, so the shuttle isn't producing lift.
The game accounts for total hull volume when calculating buoyancy, so submarines with larger dry hull area need more ballast to account for it.
Also due to some complicated volume/density calculations which I can't explain entirely in a steam comment: generally speaking a "neutral ballast ratio" (according to the in-editor readout when selecting hulls) between 0.35 and 0.2 gives a decent range of vertical control & stability.
May just be an issue with a diving suit mod?
Railgun racks are for mod compatibility, some types of ammo have to be stored as shells.
(or also for wreck looting, because railgun shells exist in vanilla still.)
except the sub doesn't allow any large hardpoints
Hmm?
Oh issue with shuttle not main sub, yeah unfortunately this is a bug with how captain's helm skill causes engine force to be multiplied and the autopilot doesn't know how to compensate for that. Especially with smaller craft like shuttles since there is less inertia.
I'll try experimenting to see if I can add some kind of dampening system to the shuttle ready for update once Unto the Breach stable update releases, but no promises.
But. When engineer take control - shuttle stop shaking after click new course in AP.
I looked in the submarine editor
Especially when we have the MOD Europa War installed, the enemy's combat capabilities are greatly enhanced. Many times when extravehicular personnel are seriously injured, they will not be able to return in time for treatment. Spanner parked near the mission target location can avoid the mission. Catastrophic failure.
In testing there's no issue with shaking, even with helm skill 0 or helm skill 100.
So I don't know what would be causing that.
Possibly a modded overwrite issue is doing something to engines?
or if this is in multiplayer, its possible there was wiring sabotage.
Might be another weird electricity game bug, but on the off chance it's not. Check and make sure the charge rate on the shuttle battery is enabled & the "recharge buffer" battery in the shuttle docking room is working.
I specifically wired the charging circuit to only work from external power. So it shouldn't be an issue with the battery constantly charging "itself" and deleting electricity through rounding-errors...
And with the twice improved engines the main sub sways in place when maintaining position, as well as the shuttle
I noticed a bot claim that it couldn't reach the deconstructor, but after a couple of seconds it could.
The bot manned lower right coilgun could see through the submarine and fired at the Ballast tank B
The drone (when told to maintain position) is far too powerful and will overcorrect and aggressively sway in one spot.
And finally there's no vent in the reactor room, which is very minor since the bot hasn't been stuck in there long enough for it to matter but still thought i'd mention it.
Other than those things this is the submarine of my dreams, the high acceleration drives amazing and i can overshoot the outpost docking port just to swing around in seconds no problem, bots are smart enough to navigate fine on their own (so far)
10/10 would buy again
I was never able to get the wiring to work and the game didn't like draining the water back out after usage (which was likely my inexperience).
Either way, just spit-balling ideas.
For a while I've been considering just releasing a single "legacy submarine pack" fixed & campaign class-updated. (Although not sure if some larger subs would make it in due to game performance bugs introduced over the years). Likely a good time to do that would be once the next batch of PVP content & campaign bugfix updates drop.
My friends and I have spent hours aboard the marauder and matriarch and made a lot of great memories aboard your vessels. As far as suggestions go, I would love to see an up-to-date hybrid/light carrier design; decent armament, but low displacement.
Or, I would love to see an updated marauder (my favorite sub save for the window near the helm XD) if you have any plans to go back and update the older designs.
Keep up the awesome work!
For some reason the door motion sensor was still detecting "walls" despite being set to detect humans only, so the hatch was opening instantly causing a small amount of water from the docking port gap to fall in. Enabling wall detection and then turning it off again seems to have fixed it but I don't know if this config bug could happen again in future patches.
I have no clue what the problem with the command terminal's dock button not reappearing correctly was because there's no wiring issue, but just resetting it's prefab has fixed it.