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









Full details can be found in the Change Notes page ^^
A standalone version is still being considered for later down the line, to cover exactly those kinds of cases, but making the weapon balance actually play well with orbital velocity is really difficult so I don't think i'll be doing active balancing around those scenarios.
And thanks for the nice words, hoping to get the first community balance patch out in the near future now that the first LK multiplayer server test is approaching its end.
Regardless, thanks for your effort into this very high quality mod.
The LKCR forks of those mods are replacements for the originals, so you will need to remove the existing Relative Top Speed mod.
Same goes for Heavy Gas if you are using that.
The question is, will it give conflicts with your Mod?
I see that one of the dependencies of this Mod has the same name as the Mod I mentioned.
What shall I do?
Found your culprit - because they both have some thrusters with very little force, the relative top speed submod treats them as ships, and hits them with a low thrust to weight penalty.
The problem is that there is no good way of differentiating between them. I can try to maybe find a fix that adds a lower limit for boost speed so it doesn't cripple it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3126235431
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3151934700
Thanks for your reply