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






That railgun modification looks nice by the way, if you can find the room for the gravity generators.
Succubus, sure just send me a link to it on the Bandit workshop page and I'll take a look at it.
Hey Gexgekko, thank you, I hope you'll continue to like the story throughout the book!
Also, I will publish another Alliance ship within the next couple of days.
P.S. I've also made SE Praisal, and here's fleet's direct browse link [spaceengineerspraisal.net]
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2121625155
@Ragnar Wulfson: If only I could find the harddrive of my old pc, I would show you screenshots of some horrendous early ships with my name on them. Practice makes better, I suppose.
@Drakray: Hi! No, they're not and I don't think they will. The ships chosen by the game developers to be buyable have a different, less block- and PCU heavy design philosophy than mine (which is a good thing).
@SuperPyroManiac: Thank you, glad they work for you!
@zeedawg02: I just noticed that as well, and it has to do with attached subgrids. For some reason, attached drones and modules now slightly drag ships down in gravity, despite the ships having dampeners enabled. This must surely be a recent game bug, though I have found three workarounds:
1: Activate one or more downward-pointing thrusters on the attached drone, or
2: Use thrust override on one or more of the downward-pointing thrusters of the main ship, or
3: Use a hovering script on the main ship.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1949426115
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1941308389
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1908792474
@Wood morning: Thanks, glad to hear you are enjoying the ships! I really like the idea of module swapping, it is what made me build the "U" variants, though I don't think I'll significantly change the variants from what they are now. As with any of my ships, you are more than welcome to publish your own versions of them on the workshop though, if you wish!
@Diamyo: Thank you!
In my opinion, the one that I can't live without is the addition of merge blocks on the "wings" of the craft, to allow the mounting and hot-swapping of various ordinance (such as guided missiles and rocket pods) and other modules. I have made this simple modification in the field on all of the ghost variants we have received.
I have attached some screenshots that I took below of the medivac variant to show the idea. I was hoping you might like it and incorporate it in the base model.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1901006924
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1901007256
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1901007314
@Illegal Poptart: Well, I add production equipment to all my ships, so I currently have no plans for a specific factory ship. I might make one as another auxillary ship next to the "Thalassa", but I won't spend time on that right now.
@oneil: Hi! As I try to keep all these ships up to date, I don't think I will make second versions of them with DLCs. That being said, I try to place "decorative" vanilla blocks with the DLC in mind. So the makeshift "holographic tables", "beds" and "tables" can be replaced with their DLC block equivalent.