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






I made it simple. i just turn off the start thruster completely when the AI thrusters take over!
Hi, I've already had the problem and sometimes it works, sometimes it bug. I still haven't understood why it's buggy. Maybe it comes from the AI block.
I will try your setup because I always have problems with either event controllers (but know I try not to use them), but main problem is still using multiple missiles. I also use groups to trigger missile timers, but then I gets fucked up.
So your version works to launch let’s say 10 missiles at the same time?
I will check!
I have the same bug with my own missile design. Tanks don’t fill up. My solution is to have a timer to disconnect and connect the connector every few seconds, that makes the tank to work. Should work here too if it is the same problem.
I actually adding 2 (reconfigured sliding door version) into my old capture Salvage Station’s grinding pit. Fits like a glove & was able to create a service pathway through it as a bonus! Lol
But in creative, you can modify my blueprint of the sub-grid and adapt it to be able to print it.
I tested it's possible to print the whole system in survival (I never said it's easy to do).