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报告翻译问题






at Halfling.Physics2D.Collision.DynamicTree`1.RemoveLeaf(Int32 leaf) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\Physics2D\Collision\DynamicTree.cs:line 873
at Halfling.Physics2D.Collision.DynamicTree`1.MoveProxy(Int32 proxyId, AABB& aabb, Vector2 displacement) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\Physics2D\Collision\DynamicTree.cs:line 281
at Cosmoteer.Ships.Parts.Defenses.ArcShield.OnLocationChanged() in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Defenses\ArcShield.cs:line 872
at Cosmoteer.Ships.Parts.ChainablePartComponent.InvalidateLocation() in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\ChainablePartComponent.cs:line 171
at Cosmoteer.Ships.Parts.Logic.PartTransformLerp.OnNonOperational() in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Logic\PartTransformLerp.cs:line 96
@44383703 No idea what is that, without context it is impossible to know the problem.
System.IndexOutOfRangeException: Index was outside the bounds of the array.
这样增强兼容性呢,我喜欢哪个气泡护盾
I'm getting occasional crashes with the vanilla shields when they go into the area around the star (I was pushing them). The bubble shields don't seem to have this issue.
Removing the "swefpifh.SpecialShield (0.62b)" mod stops the crashes.
@TheKorpsemen, I don't understand the problem. I didn't like that the previous mod had too much radius for the shields so I reduced their size to match vanilla shields. However, as I know that is problematic cause many people would like to make larger ships, I implemented the mechanic of modular batteries to increase the radius. I won't increase the base range of the bubble shields.
O = shield - = battery
O-O: fine. shields function normally
O--O, O---O or greater: Hard crash
- I don't think there is a problem with the price.
- I just made it so that Tiny Shields can increase the radius of Bubble Shields by 1m each.
- Segments should deplete correctly, I'm not sure what is happening for you. Each segment has its own hp, but all of them share a global hp if you add Tiny Shields.
- Changing the number of segments and radius is a bit problematic, cause they can't accept buffs, therefore I need to hardcode each option. Also, changing the number of segments affects the balance.
- I would also love to make segments slowly rotate, but there doesn't exist a component for that.
- I don't have textures of large modules to create a huge bubble shield.
Shield size feels too small for the price of the generators.
My ships where using 1 generator now they would require 20
Segments aren't depleting in the way i'd expect->
Lets say that the 4'th zone is getting hit. Instead of it going off the first one will go off.
I would love to see it in a way that a shield has a changable amout of zones and the radius.
Would finnaly make my dreams of fighting in a way where i rotate my ship to relive my shields of strain etc.
And perhaps (propably just me wanting this) either a changable option for the maximum strenth or just a OP version witch would bring it on pair with SW shield strenth (160k+)
So obstruction isnt a problem but crew availability and power consumption,
I cant code but if you find this interesting maybe you can pick it up in your thinks to do.
love this mod anyway cheers.