Barotrauma 潜渊症

Barotrauma 潜渊症

EK Gunnery 重制版
260 条留言
West_Side Vla-d_d 17 小时以前 
why can't i build heavy railgun shells?
JossyFoxxy 20 小时以前 
Bug report: When firing the second railgun half-shell, the railgun loader spits out an unusable half-shell, it cannot be used or put in any containers.
Draconis🐊 10 月 8 日 下午 3:35 
rounding bug and issue with an old hack where the boxes are coded to degraded but also put condition back into the box while trigger is held not lose condition on projectile fired.
Kalen 9 月 9 日 上午 1:30 
Hey. I'm having somewhat of an issue regarding the Flare ammo box. It shows it has 0% ammo left when 10 shots are fired but there is always one 11th round left. This was a bug on the vanilla guns that has since been fixed but apperantly not in EK. Is it possible for you to fix this? I want to make an ammo counter for a flare launcher on my ship and the fact that the box is empty but still holds another flare poses a lot of technical difficulties in wiring that together correctly. Would be glad if you'd fix that.
Lucifinel  [作者] 8 月 29 日 上午 8:14 
@mike1a1 草,原來是真實聲納直接給它震死了XDD
生物阿,因為是生物才能自由追蹤敵人,是碰到敵人時他會自殺然後爆炸:lilith_heh:
mike1a1 8 月 29 日 上午 7:17 
@Lucifinel Ok, 还一点就是跟踪导弹发射后射会直接引爆,后来我发现是Real Sonar导致的,关掉Real Sonar生物伤害就好了(发现导弹是生物时的我:stimulation:),除此之外核能跟踪导弹是真好玩
Lucifinel  [作者] 8 月 29 日 上午 5:36 
@mike1a1怪了,我之前有改過這東西了,應該比較不容易發生這種情況才是

追蹤彈本質是生物,我讓他會盡量遠離人類了,但AI這種東西很難控制,所以我建議是船外確認有怪物在射,通常會炸到自己都是因為船外沒有怪物讓他鎖定(如果飛回來,可以用子彈引爆它)
mike1a1 8 月 29 日 上午 4:30 
能改善一下跟踪导弹吗,有的时候莫名其妙飞到我潜艇那里,其余的都很好
Sony Ericson 7 月 14 日 下午 5:50 
@ToxicRebelPCG Hey there, thanks for your interest. I've been busy lately and I kinda forgor how I did the missile :D (I added the missile to the sub 4 years ago with the old legacy EK)

When I have time I will check how all of it work again and maybe will upload a video about it to Youtube, thanks
ToxicRebelPCG 7 月 13 日 上午 3:32 
@Sony Ericson do you have or know where i can find info on how to add missile to a sub such as in your video. please and thanks.
极星辉巧 7 月 3 日 上午 10:42 
大佬 我想请问一下那个SSL是什么意思的缩写啊 想翻译一下贴个标签到潜望镜那
Paul 6 月 8 日 下午 9:32 
There is a bypass for the bugged periscope window, If you know what ship you are using, enter the sub editor and click on every periscopes, scroll down to where you see the controller for the output, most ships will have "allow edit in game" if un-selected you will not be able to edit the periscope output in-game, but you will avoid the bug wile still using the mods.
#000000 6 月 2 日 上午 9:07 
爱死这个模组了,就喜欢搞个性化的花样。
Erin1ongYu5 5 月 23 日 上午 1:42 
有没有考虑过出自动加农炮的拓展弹药箱呢 重型自动加农炮炮塔消耗弹药太快了:steamthumbsup:
Lucifinel  [作者] 5 月 22 日 上午 6:19 
@VØØDØØ Unfortunately, I wasn’t able to reproduce this bug during actual testing.
VØØDØØ 5 月 21 日 上午 9:10 
I seem to have an issue where most of the weapons' spotlights are not functioning. I have tried to alter power requirements and provide it power. I have gone through each permutation of this troubleshooting method, no luck yet.
Salty Beard 5 月 11 日 上午 5:39 
First, many many thx for remastering this nice mods. Second, are unlimited ammo boxes possible? That would be so amazing. ༼ つ ◕_◕ ༽つplx
IAMBULLETPROOF 5 月 10 日 上午 8:08 
That sad...
Lucifinel  [作者] 5 月 10 日 上午 7:58 
IAMBULLETPROOF 5 月 10 日 上午 7:51 
Why i cant buy heave railgun bruhhh
Aziz 5 月 4 日 上午 7:02 
I have got this problem:
Whenever a crew member tries to load ammo to the turret it says
"Failed to load ammunation to Micro SLL Turret"
JarheadFertilizer 5 月 3 日 下午 5:34 
When using any periscope i get a dialogue box that pops up, i cant move it, its near bottom right. says periscope on it and below there's a field that says output. Its set to 1 and when i hover over it says, "the signal sent when the controller is being activated or toggled on. If empty, no signal is sent." This started happening after installing this mod, so i could use community curated submarines mod, which is dependent. the box is in the way of aiming when i use any of the turrets. any ideas?
The smog T4T 4 月 25 日 上午 10:51 
Thanks for the answers! glad to know its better balanced than the original
Lucifinel  [作者] 4 月 25 日 上午 10:37 
@Axiolot Balance-wise? This mod is very well-balanced. Except for the heavy turrets — which are designed as main cannons for large submarines and are therefore a bit more powerful — the strength of all weapons is carefully kept within a reasonable range, without greatly exceeding that of vanilla. Compared to the original EK Gunnery, this mod is far better balanced.
Lucifinel  [作者] 4 月 25 日 上午 10:33 
@Axiolot No, this mod does not add extended ammo boxes. That item belongs to EK Armory Remastered. Since splitting the mod would cause difficulties during updates, I don't plan to separate it into individual parts.
The smog T4T 4 月 25 日 上午 8:15 
also how is this balance wise compared to the original?
The smog T4T 4 月 25 日 上午 8:14 
is there a version of this mod that only adds the extended ammo boxes?
Moran_FS 4 月 23 日 上午 1:22 
好吧,没事(
Lucifinel  [作者] 4 月 22 日 下午 11:14 
@Moran_FS 列出這東西還挺麻煩的,這MOD中的彈藥太多了,而且有些無法簡單的解釋:bodybag:(倒
Moran_FS 4 月 22 日 下午 10:33 
请问有弹药伤害的详细数值吗
Smebba Dunk 4 月 20 日 上午 8:21 
Thank you so much for keeping the EK mods going. I love them, and find the game feeling incomplete without them! These EK mods make the game infinitely better.
Lucifinel  [作者] 4 月 20 日 上午 3:13 
@Checkered Scones :praisesun::praisesun::praisesun:
Checkered Scones 4 月 20 日 上午 2:09 
I deeply Deeply appreciate your attempts to make the EK mods more fair and in line with the game's original balancing.

i love these mods, and i appreciate your attempts to make them better for everyone

if i observe any balancing issues with the turrets or ammo costs i'll let you know

i want the EK Turrets to be sidegrades, or alternatively, only slightly better.

not the only logical choice.
Lucifinel  [作者] 4 月 20 日 上午 1:18 
@Sony Ericson I just added the missiles back and optimized the game’s performance. Maybe you can give it a try.
Since I don’t know how to connect the missile’s logic circuits, I can’t test it myself.:bodybag:
Lucifinel  [作者] 4 月 20 日 上午 1:15 
@Checkered Scones I just checked the code — the base price of the Autocannon is actually 6000mk (standard turrets are 5000mk).
If you're referring to the one that fires laser-like bullets, that should be the Light Chaingun Turret. Its original price was 2500mk, but I’ve just raised it to 5000mk.
The corresponding Light Rotary Chaingun has also been increased to 7500mk.
Hopefully, this should help with balancing the game.:lilith_heh:
Checkered Scones 4 月 18 日 上午 12:55 
I want to bring to your attention that the autocannon thingy?

the really super cheap 2300 base price one that shoots laser bullets

its effectiveness in combat is extremely high, you might wanna look into it if you're rebalancing

if this mod was a sidegrade to regular barotrauma it would truly be one of the best mods ever made, i definitely support your efforts to integrate it
Lucifinel  [作者] 4 月 17 日 下午 11:24 
@Checkered Scones You're referring to the price of the turrets rather than the ammunition, right?
(I've already adjusted the crafting cost of the ammo, so it shouldn't be too extreme.)

The turret prices might be adjusted in the future, but the exact values will likely depend on each turret's performance.
Checkered Scones 4 月 17 日 下午 7:11 
The costs for all EK Gunnery Turrets is extremely cheap, making them meta defining when they're in the game, are you going do to anything about how overpowered and cost effective the turrets are? i'd like the EK Gunnery Turrets to be equivalent to the vanilla ones.
Sony Ericson 4 月 15 日 上午 1:11 
@Lucifinel Yes, they still work, however I can't rearm them at stations anymore, so I hope you can help me with some solution. By the way, here is the video of the my submarine and the missile: https://youtu.be/7Li1v_oagvY?si=IDzJ3yUvcVr5U-oJ

It's 3 years ago but right now the missile still work fine
Lucifinel  [作者] 4 月 14 日 下午 10:21 
@Sony Ericson Missiles still work??? If that's the case, I'll try porting them back when I get the chance, though I might not have time in the near future
Sony Ericson 4 月 14 日 上午 9:20 
Just to be clear, I was using the old EK for 1.x.x.x to work on the missile submarine
Sony Ericson 4 月 14 日 上午 9:20 
Hello, thanks for keeping up EK mods, I love it! However, I want to ask you that I have my own submarine with uses EK missile with nuclear warhead. It worked perfectly in the past months. The way it worked is that, I use the missile, and then go to outpost, choose replace lost shuttle to respawn the missiles. However, the newest update made it respawn without the warhead, causing it not exploding. Do you have any idea how to resolve this? Thank you, seeing you removing the missile in this updated EK is kinda sad for me :(
Lucifinel  [作者] 4 月 12 日 下午 12:03 
@我是Nico! 潛淵症的彈藥數量是根據每次使用彈藥箱扣除的耐久決定,要增加彈藥量只需要減少每次消耗的耐久就可以
EX:電磁槍彈藥箱每次-0.5耐久,彈藥箱沒有額外去定義耐久,因此默認的耐久上限就是100,100/0.5=200,如果改為-0.25則會變為400發
我是Nico! 4 月 12 日 上午 7:55 
请问大大我想在自动加农炮那修改弹药数量,原谅我第一次做mod,但我现在阅读了些制作制作mod的文档也找不到弹药数量在哪改,能说一下在哪个属性改子弹数量吗
Lucifinel  [作者] 4 月 2 日 上午 10:18 
@WowMuchName69 I haven't encountered such an issue myself. If you did, it might be because some mods are overriding certain files from this mod.

As you mentioned, if you experience this problem, trying to load this mod with a higher priority might help.:praisesun:
WowMuchName69 4 月 2 日 上午 9:23 
I found that this needs to be loaded with a higher priority than other mods that add ship weapons. Otherwise, when buying a weapon, it will have a coilgun loader instead of the appropriate one.

Works very well. Thanks Lucifinel for keeping this updated
bebroiskatel 3 月 23 日 上午 9:24 
thank you:steamthumbsup:
Lucifinel  [作者] 3 月 23 日 上午 9:04 
@bebroiskatel Aside from the heavy turret being significantly stronger than the original version, all other turrets remain within a balanced range or are only slightly stronger. I have specifically adjusted the balance, making it considerably better than the original EK Gunnery.
bebroiskatel 3 月 23 日 上午 3:23 
is it great balanced for vanilla baro? Are they stronger than vanilla weapons and if so - how much?
Croachedo 3 月 21 日 上午 6:46 
@Lucifinel thank you it works fine !