Barotrauma 潜渊症

Barotrauma 潜渊症

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EK Revuk Mk-I
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2024 年 11 月 16 日 下午 3:19
5 月 30 日 上午 8:13
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EK Revuk Mk-I

描述
EK 'Revuk' Mk-I
Light Freighter

"The Langrek Enterprises 'Revuk' class freighter is a small but venerable containerized-cargo transport with a somewhat novel forward-mounted engine pod. With cargo bays fore and aft of the bridge section, the Revuk has exceptional carrying capacity for it's size. This, coupled with it's relatively low crew requirement and ease of maintenance, makes these vessels very popular among small freightline startups and private contractors, despite it's relatively cramped quarters."

Role: Transport ( Cargo Freighter )
Tier: 1
Price: 15,000 Mk
Recommended Crew: 6 - 8
Size: 40x11m
Horizontal Speed: 20 ( 22 with upgrades )
Vertical Speed: -19,20
Cargo Capacity: 60 Boxes
Magazine Capacity: 12 Shells, 12 Boxes
Vessel Strength: Low
Vessel Maintenance: Low / Small-Crew
Recommended Difficulty: Medium
Recommended Crew Experience: Any

Notable Features:
  • Engine-forward hull configuration
  • Small engineering room
  • Small medbay
  • Small armory closet
  • Docking port power transfer
  • Drainage duct system
  • Brig

Weapon Systems:
  • x2 Coilgun (Turret-Mount)
  • x2 Empty Hardpoint (Turret-Mount)
  • Electrical Discharge Coil (Surface Mount)

Stock Reactor Controller Trim: 0.0166 - 75 Stock Battery Controller Trim: 101 - 15

I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a newer up-to-date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented?

-with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now.

( Also expect that potential "EK mods remaster" to not happen after all )


I made a 'starter' tier sub with the same theme:
54 条留言
Videogames  [作者] 12 月 4 日 上午 8:06 
If @solodoot still has the issue then it's probably related to something overwriting vanilla circuit boxes & changing the pin ID order - or maybe causing them to get "detached" from the submarine as an item.
the overmind 12 月 4 日 上午 12:20 
I played tonight with a light modpack and noticed no issues. The sub is wonderful.
Videogames  [作者] 12 月 3 日 下午 7:07 
Tested: "Engine X-axis is unwired" bug isn't reproducible in vanilla. I thought it could have been related to a bug with circuit boxes introduced in one of the recent patched, but no the workshop sub file is actually working fine it seems.

Is it modded? ( Also I shouldn't really have to ask but, have you ruled out 'human error' or sabotage if this is multiplayer you are playing in? )

Everything should be in order... If you can first check and make sure the circuit box below the nav terminal has the connections | Inputs: x, y, and x-velocity | Outputs: large engine, relay signal 2.

There wouldn't really be any other reason it isn't working.
the overmind 12 月 3 日 下午 5:31 
Bug been fixed, oh venerable author?
Videogames  [作者] 10 月 14 日 下午 2:14 
Sounds like engine wire order, or circuit box wire order, got shuffled around due to an update or mods? I can't check on it in-game at the moment, might get around to it later. Sounds like a really strange bug.
solodoot 10 月 14 日 下午 1:33 
i had the same problem but my fix was to change the signal out 5 wire to condition out
Crimson 10 月 8 日 下午 12:56 
i got it working eventually after putting a wire in the engines set_force and linking that wire into the navigation terminals velocity_x_out
Crimson 10 月 8 日 下午 12:03 
the engine is not on automatic control and i have to go to the engine myself each time to move the sub vertically, currently i am trying to tinker with the wiring to see if that will fix the issue but another submarine you made also had the same issue, this only happened in a newer campaign im playing in with different mods from my previous campaigns with your submarines
Videogames  [作者] 9 月 1 日 下午 11:00 
@Will J
It sounds extremely likely that - if you are running an itemcomponent overwrite mod (such as like "immersive repairs") - the "propeller" hitbox of the engine is getting reset to the default position middle of the item. So that's why walking past the engine is constantly dealing damage when its running.
Will J 9 月 1 日 上午 8:08 
it only happens when the sub is in motion