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






After reloading the world, did you load the blueprint from the blueprint menu?
Because if so, I don't know what's going wrong as it's working fine on my end.
You could check the settings again to see if they were saved properly.
Otherwise, you can do it manually by turning share inertia tensor on for all rotors and hinges not on the main grid.
The ability to toggle Share Inertia Tensor was turned into a world-specific setting this update, which Keen decided to have off by default for some reason.
Just go into the advanced settings of the world to turn it back on (it's all the way at the bottom), and it'll function properly again.
Though any rotors/hinges/pistons already present will still have it off, so it's better to just paste a new mech in unless you know which blocks have it on.
Keep up the good work!
Setting it to around 1 MN tends to work well in my experience, though that is when using vanilla thrusters.
@Strong Hoov -
(I hope that doesn't come off as me talking about my self, I just genuinely love this and it brings back old memory's.
Also thanks! Didn't expect it to make it, or at least not for this amount of time.
And nice work! Hope to see more variants as well.
Here's my custom! :)
@Sarven, @trigger happy idiot - Thanks!
@Siam T'il Illan - Can't say it is, no.
This looks insanely cool
I'll also be taking you up on that offer
https://discord.gg/xWhJWV9NVH
I've already got a rough idea of how to implement it.
Just gotta test it first.
I'm thinking of at least doing a more survival oriented version with reduced subgrids and more fuel, but I hadn't considered a atmospheric version.
I'd like to try and make it capable of switching between flight and ground movement if I were to though.
@acoirac7 - Sorry to hear that.
I'm assuming it's due to how the script works.
but if you link the mod you're using for it I could check to make sure.
When adding new weapons and cameras to an arm, you have to add those to the block group associated with that arm, and then run "setup" on the programmable block for the script.
I'm planning on doing more at some point yeah.
@wyomingwolf - So the limbs aren't moving?
I'm assuming scripts are turned on, and that you didn't accidentally hit the timer to lock the legs in place.
Could you check what the programmable block for the steering script is saying?
And if it's not doing anything, to recompile it?
Also, down with the Federation!
(I also like watching them fight each other)
@ZeonX90 - Thanks!
@ PsychoHedgehog - Thanks! And yes, the main inspiration is the Landman Rodi.