安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题











Thank you for reporting the bug.
Regarding the number of utility slots, the OMS section has been adjusted to be a little stronger.
Regarding the bug in the anti-aircraft gun model, we could not confirm it here. (However, I found a mistake in the program syntax, so I fixed that part)
For weapons such as event collapse cannons, the turret graphics are specified on the component side, so the turret graphics cannot be changed using the section settings.
One is that the MOD destroyer has 4 utility slots compared to the 6 of the vanilla destroyer, and the other is that the model of the anti-aircraft gun is broken and appears as a square box.
When I put anti-aircraft guns into the P slots of battleships and titans in the ship design window, they are all displayed as boxes.
Lastly, while it doesn't appear to be a box like an anti-aircraft gun, the Matter Disintegrator's turrets, which are reverse engineered from late-crisis Extradimensional Invaders, do not appear. I think it's a bug because the Disruptor, a similar weapon, has a visible turret.
Thanks, work fine now.
The correction has been completed.