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Plus UBE beta is my new push at trying some crazy code techniques to improve the game... Which I have never done before.
Also some ships fly no country flag at all (<- Intended behavior?)
anyway, thanks for all the hard work so far. honesty, the devs should pay you (and some other mod makers) and include the mod into the base game.
Glad you like it, but I can't wait to have the mod working properly for all ships
I am expecting more help from the devs once the new patch comes out
but sth. is messing up my ship behaviour:
- all ships are able to do 360 degree turns and never really try to escape once they know im there
- didn't manage to hit them even once with a torpedo, magnetic wont explode at all and contact will cause the ships to spin even sooner (since they heard the bonk of the torpedo)
- hitting them with the deck gun seems to work, not sure if they sink though... the escorts shot me down before i could dive again
- the new ships also dont fly any flags
Yes, this only happens when they become alarmed. Before that, they're just stationary.
Let's hope the next patch will fix this.
I'm currently on a break from this game, playing Mass Effect extensively, but when the patch comes out, I'll return and check it out.
so i assume it is a fault logic gate in the group logic, that then gets applied to many ships within a group - due to a similar unity component - something that is generally needed on most ships
detail entity controller, entity AI controller, ship component, observation component , etc.
regardless it is not something I can directly diagnose or fix , with out maybe sheer blind luck in finding a change in my project that impacts the symptoms.
sometimes this weird interaction doesn't happen with groups
other times it does, and when it does it often impacts many if not all of the ships.
this could be due to a common unity component, or just some logic surrounding warships/group dynamics etc.
regardless the effect has only appeared in a recent patch , and prior to which all of my ships were fine within groups/routes.
the devs also indicated they believed they understood the problem and fix.
Is there a chance to find out the reason, because it would be sad if this bug still appears after the next big game/mod patch?
but I would suspect a missing mod would cause issues.
without a log or crash dump it is hard to determine what caused it.
No. It's a bug that will hopefully be fixed with the next version, after the next big update for the game comes out. It only seems to affect ships from Britain. American or Swiss ships have normal names.
Hulls, Compartments Composition, Hull Armor / thickens, Equipment & Compartment association, Flooding , Damage Control , Quality Build values, Water Flow Rate/Ingress, and some other stuff I probably forgot.l
A. possibly identify why its not loading
B. possibly fix the issue or at worst keep the issue from happening in a future change.
note, the potential (local scene - a ship changed) is one of the reasons I have thought about actually removing the "compatibility flag" in certain scenarios. however, because mods dont have the ability to use version control in the same manner that you can select a branch of the game. I would have to look into hosting a "previous versions" for users like yourself ,to revert to if this occurs ( i am okay with supporting this if needed)
Either a mod got removed that needs to be present again
Or on a rarer circumstance. A vessel which is changed was literally loaded in to the local scene when you saved the game.
You would have to look at the output log and see what message was occurring when loading the save.
Or attempt loading a different save file
The fix specifically targeted the incompatibility message
I finally got it working again through the described steps.
Funnily, all of the generic ships vanished, once I loaded the save.
all because of a TRUE vs True