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报告翻译问题
Similar to the vertical launch torpedos and drills which would spam physics checks as well as had large amounts of circuits firing off constantly.
@TheCuteTankCommander https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3471269199
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3425218236
@Schrodinger'scat Those are subeditor made wrecks, there is no mod so to speak. idk if they changed wrecks behaviors since I lauched the content.
@Starempire tell me which one and i'll remove it
Is it compatible with https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2095211492 ?
@Chief Nobody had this issues since it was published. If you could point down exactly where is the issue and maybe how to fix it, I will be able to do something.
At first I thought it was due to a creature, but after using killall I decided to explore the level. Hugging the walls I eventually found the wreck shown in picture 8 of the gallery (the wreck with the two large compartments at the bottom of the ship). Watching it, on the exact same clock as the lag there was a trap which would activate acidmistemitters
The reason why this causes so much lag is that it checks every object encountered if it is a human limb. In the upcoming update they are likely to fix this, but if you are able to replace said trap with something else that would be greatly appreciated.
Fast but with only minor manoeuvrability can be avoided, slow but with lots of manoeuvrability can be outrun, fast and manoeuvrable but smaller payload can be tanked and repaired. They can still be challenging and dangerous, but if average skill in game can't mitigate the damage in someway it can just be frustrating or luck dependent.
As far as shooting them down, we hit them with lazers, explosive coilgun, and one time a depth charge and they just kept coming. Not sure what else we could realistically have done to stop it from the sub.
I've posted a picture of one at the end. It was possible to shoot it down on a glass part and disactivated it when pulling levers but it was not intuitive enough. If people wants me to bring it back I could rework it somehow in the futur to make it easy to shoot down and more sonor and visual warnings.
@Stalviet lol
idk when I come back on steam tho
There has been a few times where we did not leave the starting station and the wreck was 350-ish m below us but launched almost as soon as we undocked and then followed us with nuclear seeking torpedoes that outpace your sub.
No way to avoid them, disarm them, destroy them. I guess maybe EMP in a depth charge or something.
Good potential - bad execution. You end up avoiding wrecks to avoid the wipe, but even staying away the torpedoes chase you down across the map.
@Xanaxed "shrek shrugging shoulders" gif I'll look into it but I'm away from steam atm, once i come back I'll improve all that.
@AlternateTheorems thank you, if you have any suggestions on how impove it I'll gladely hear it otherwise I've stopped doing baro mods overall.
We previously had the Acid Thalamus where the acid emitters are constantly going off and the goofy giant husk cult statue wreck. It is fun but kills performance even on light mod packs.
and I dont remember why I send it wrongly
Ik it late but 2 ship I mention was image number 18 and 28
Otherwise the rest is on you because the wrecks have been made along the lines of the vanilla ones.
If there is any issues you can clearly recognize and know how to fix, then add me on steam, that would be way more helpful.