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






Got a log for help, just tell me where to post.
at PSYCHO.ThrusterUpgrade.ThrusterUpgradeLogic.CheckAndSetEmissives()
at PSYCHO.ThrusterUpgrade.ThrusterUpgradeLogic.IsWorkingChanged(IMyCubeBlock obj)
at System.Action`1.Invoke(T obj)
>That'd be way too OP
However, this is somewhat disappointing, from the perspective of really big engines you see on ships like Galactica or Pegasus that take up a 5th of the ship's overall length. I feel like being able to stack upgrades longer and longer would give us a valid alternative to the current method of getting screen accurate ships, which is just creating an engine cowling and then stacking engines inside with a gap between them so that the flame from the one above doesn't damage the next one in series.
Translating this detail into less poly's is very hard.
Tho for single player or a closed group where you know won't be spamming them too much should be fine. Although the sheer amount of detail is not more then a few thrusters but at the same time this thruster is meant to replace a bunch of them so one thing cancels each other out as far as LOD0 is concerned.
Nice mod
I feel that I need it NOOOOWWWWWWWWWWWW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
:D)))))
Expect a meme machine as soon as it's cleared for public use.