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报告翻译问题
it shouldnt and usually its caused by a failed download of the modfiles, did you already sort that out?
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
that the weapons dont fire on the missiles is usually due to using wc weapons together with nonwc weapons in the world cause one cant see the other.
also neccessary is to have a non console world (ds and wc arent console compatible) and make sure steam itself (not the steam friend system) is in online mode.
if that isnt the case on your end and you have only wc based weapons in use please go over the "standard first aid list" and if that doesnt help report in on the discord linked above with logs and an example world (world with no more mods than absolutly neccessary for problem reproduction and a premade situation for problem reproduction).
check if you maybee set it to "structural integrety" as that would remove protection from enemy fire.
also possible could be a mod conflict or file corruption which should be possible to sort out with the "standard first aid list" (postet a few comments earlier by me) and if that all doesnt help the discord linked inside the moddescription is the usual place for deeper assists.
choose the measuring unit you want to use and then move the slider wher you want it. in my experience that slider can move in full number increments, think you could also rmb on it as with any slider that is present on vanilla blocks to directly input a number.
Same happens in survival. Will try joining the discord tomorrow or i might just leave it. Seems fine on ship grids and im almost ready to build a capital ship anyways.
ds is designed to work in survival and due to some things working differently in creative (for example the power supply on which the shields functions atleast partially rely) has unintended sideeffects, so please repaet the test in survival and if you can get the same results there please report in on the discord linked in the moddescription with logs and example world.
and yes we already had i nthe past probs that only appeared in creative but werent there in survival and fixing them would have broken the shield in survival, one example would be differences in charging behaviour due to the different power production in ceative in relation to survival.
Tried all this and still seems to act oddly.
To replicate just start a new world on creative with just defence shields and Weapon core. Go to earth, make a station base and place a station emitter, table controller and reactors.
Seems odd that its only the station shield that is acting poorly. If it works for you then I dont get it.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
if going over the "standard first aid list" doesnt help please report in with logs and example world on the discord.
as mentioned in the comment directly before yours you can go into the defenseshields.cfg which is inside the main storage folder and fiddle around with the values in there to adapt the shield to your liking but it will alter all shields on all grids in all worlds hosty by the system the file is on.
the shield rechargerate is percentual to the shields hp in relation to the hp already charged.
so if you want to have more shieldhp faster you need to feed it more power or make it smaller with the same power input to give the shield more hp, but it will then probably also charge longer to get to 100% and also take longer get charged up far enough to get above the hp area where shield penetration is possible due to low shield health and thus every wepaon get a percentual chance to penetrate the shield.
you could also go into the defenseshields.cfg inside the main storage folder and alter values there to tailor the shield to what you want, but that will effect all shields in all worlds hosted by the machine the file is on.
if you can bring the console version of se to a point where it uses userside scripts it could probably be possible but as long as the console devs dont allow se to run client side scripts on the consoles it wouldnt have any use.
you mean making the bug on the keen end of things introduced by keen into a feature?
would if it happens probably better be on the optional side of things as i think its more on the niche end of features.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
did a small test and outgoing from that what you experience is probably one of the following cases:
- mod conflict
- file corruption
- f1 error
the first 2 are easy to sort out by going over the "standard first aid list" and the last one is a bit more complicatet as that depends on how the shield was setup and the power situation on the grid.
from my experience less that 100kw of power for the shield results ins hickups with it and from helping others many dont tell a ship type shield to ignore voxel with the help of a shield modulator while at the same time landing on voxel which would results in the shield either not forming or overloading.
if you can provide an example world (world with no more mods than absolutly neccessary to reproduce a problem and a premade situation for problem reproduction) after sorting out if its one of the first 2 i can go over your shield setup and look for setup problem.
Just random thought
just a few posts lower:
" Abisius Xarvenius Carbensius 9. Sep. um 20:54
anyone that has probs jumping with shields active please poke keen here:
https://support.keenswh.com/spaceengineers/pc/topic/49362-207-entity-checks-by-jumpdrives-returns-entities-parented-to-grid "
while emitting radiation itself, but only at a rate slower then the suits radiation washing ability even at the border of it, making the suit outpace the radiation output from shields
the shield emitter could output light(1 radiation gain each 3 sec) radiation nearby it though(like in a 1 LG block radius around it)
wouldnt it make more sense if the shield would give you radiation instead of protecting from it as its basically a highly charged particle field?
we had someone report in with it and files on the discord that worked with bdcarillo to narrow it down resulting in the previously posted report.
for future stuff which logs would be needed and where to find them is inside of a pinned post on the discord besides a bunch of other basic stuff.
https://support.keenswh.com/spaceengineers/pc/topic/49362-207-entity-checks-by-jumpdrives-returns-entities-parented-to-grid
in case the "standard first aid list" doesnt help please report in on the discord linked above with as much info about it as you can provide including logs and an example world.
- make a testworld just with the affected mod and one of the other mods as a mod conflict test, don't forget the mod requirements.
- (s) make a file integrety check for space engineers itself.
- (s) delete all modrelated data of the affected mods in the main and world specific storage folder and let it regenerate in case this got corruptet (findable under %appdata%\spaceengineers and %appdata%\spaceengineers\saves\yoursteamid64\yourworldname).
- (s) delete all modrelated data of the affected mods in the workshop folder and redownload it to neutralize eventually data corruption by modupdate (files are findable inside the workshop folder of the steam library folder in which you have installed space engineers).
please go over the "standard first aid list" and if that one doesnt help provide logs and an example world via the discord linked above so that a look can be taken.
they should be findable if you search for shield and if you cant find them that way one of these might be happening:
- locked behind a progression system that you use (the vanilla one is active on default)
- mod not added to the worlds modlist
- mod conflict
- failed moddownload
- file corruption
Thanks that was exactly what i was looking for!
there is a pinned post on the discord with the formula for the shield and you are able to get a better hold of someone on the code end of it as here in the steam comments.
i for my part are only a moduser and work with what i experienced and what was explained in the past.
Im assuming stations vs ships have fundamentally different modifiers given the disparity in max health between each. I'm also hoping to factor in different server configurations for the build tool.
I havent been able to find the formula otherwise and it just seems like a mystery box that i'd rather not interpolate empirically
make sure you use the correct emitter.
-station shield emitter for station type grids
-shield emitter or compact shield emitter for ship type grids
if that doesnt help please report in with logs and example world on the discord linked inside the moddescription.