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
(everything else seems to be working fine tho, ya did well lad)
I'll check it later, thanks man!
Even found a reference: https://m.youtube.com/watch?v=Jgoy4pmFfh0&pp=0gcJCRsBo7VqN5tD
check the 40th second, it's got a good still frame of it from the side, but the whole video's good
**** lol sorry about the oxygen
The only weapons I intended to make use of the condition system in this are the machineguns, which after a significant amount of sustained fire will jam
Outside of that, those are bugs and I will take a look at the XML and try to push a fix by the end of the day, thanks for letting me know
The Coalition Oppressor Assault Rifle and the Co. Bullpup AR have deterioration that recovers afer each shot, even during sustained fire.
The Co. Assault Carbine can "jam" (durability 0) after half a drum of sustained fire, but recovers after a second or so.
The Renegade AR OSNAZ and the Ren. Special Carbine ended up stuck at 70% after magdumping a 60rnd-drum of 5.45, and the Ren. Special Purpose Rifle ended up stuck at 55% after a 50rnd-drum of 7.62.
All four machine-guns behave like the first two rifles, with marginal deterioration and near-instant recovery despite sustained fire.
Small thought on the side, the metal bit on the Karl-Gustav is supposed to go in front of your shoulder, not behind
Oh yea, and also the O2-Gen in the shooting range isn't hooked up. Four submariners were harmed in the pursuit of these infos, lol
The identifier for the 18.5mm round is "185projectile" and the in game name pulled from the text overrides is "18.5x33mmR Round"
it can be fabricated, it should be under the same name
I'm going to boot up the mod now to try to recreate these issues and fix it