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
An alternative solution is the Gyroscope package 250%/500% etc mod, which also attaches on all sides, but does not have a cubic framed model
- Fixed icon having giant white borders
- Added to assembler blueprints
- Added to research tree
- Matched power consumption to stock gyro
Let me know if I've missed anything.
One thing is that realistically-speaking, you would get more from one big gyroscope than lots of smaller ones. I do have an incomplete 3x3 encased gyroscope model which I never got around to completing. It might look better as well, you could have some gyroscope rooms with a giant round centrepiece or something.
As a test, I set up two very simple ships in creative, which differed only in which gyroscope they had. I didn't notice any difference in turning rate between the ship with the stock gyroscope and the one with mine.
The yaw axis is the one formed by a line through the open centre of the gyroscope (i.e. front to back). A positive yaw makes the control panel side turn clockwise.
The pitch axis is the one you'd expect, it goes horizontally with respect to the control panel. A positive pitch makes the control panel side rotate to face upwards.
The roll axis is a line down from the top to the bottom of the gyroscope. A positive roll makes the control panel side move to the left.
I'll update the texture to reflect this soon.