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Downsides... It might remove some of the challenge and fun, character, and essence of the game by removing the quirks of some of the submarine's electrical grid setups. It might also run into difficulties when pitted against things like ballast flora or piezo electrical crystal discharges, black molochs or other EMP emitters, this could either cause the system to just fail, the junction box might overload and burn out, or it could bring the reactor into an overload / overheating state! I've seen this happen with reactor controllers. I've also seen so-called 'miracle' or 'perfect' reactor controllers fail to start the reactor from cold, probably less likely to be a problem when it's just junction boxes but strange things can happen when you start altering the way things work with the electrical system. You may also encounter bugs and inconsistencies with the electrical simulation in the game which can be difficult to account for and work around (e.g. your observations with battery charging).
When it comes to battery charging I much prefer to leave them at a known charge rate, then I know the reactor will be able to supply that demand and also run the sub's systems; if battery charging is suddenly at 100% then there could be brownouts across the sub, which you really don't want if your supercapacitors are working overtime as your gunners try to shoot down several golden hammerheads! Honestly, I never actually need to use my sub's batteries anyway, perhaps I need to design a sub that can't fully function properly without the battery, hehe! *evil plotting fingers* (I know the Humpback is supposed to be like this, but it isn't really... with careful power management it's easy to get by without the batteries, and once a few upgrades are added it's irrelevant).
I use a different reactor controller system, basicaly it was the famous " 2 component REGEX " that I updated to work again : It kicks in at a certain temperature and what I like about it is that it keeps reactor running at optimal around 5000°c ( fuel savy ) and it keeps that way foreveer... It would have not worked if it was kicking in at cold temp without warming by puting some stress ( since an update that changed the way reactor worked ).
Well I was looking to remove " challenges ", as the game made problems I was interested to solve them by engineering my sub accordingly just to prove to myself I was a top notch builder.
No issues with ballast floras, I even put a lever to drain my ballast/cut the power/ keep the hatch open to deal with the floras with no trouble.
I have not encountered piezo crystals yet but so far my sub performed very well with no trouble.
Thing is with a power distributor setup, if I didn't installed my regulators, I witnessed that power differences occured often and the junction boxes turned orange for several seconds. My system fixed it, and Power distributor allowed me to tidy up the power grid in a very organized way ! Which is nice for sub nerds.
The battery occurance is the only flaw I had so far but I tested it with the other elements and I must say it worked as intended and witnessed in real time the sliders adjustment.
Actually having a 100% charge rate all time isn't necessary. Basically I run my sub always with toped off batteries and they are activated to provide power consistency. If I forgot to activate them when my reactor runs out of fuel it activates automatically to prevent the whole sub to stall. Toped off batteries with a minimal recharge rate do not decrease in capacity as far as reactor is on.
Fact is a 100% recharge rate at all time creates a big power/load difference when it tops off, this way with controlled recharge then the more it's empty the more it recharges and it decreases the more the battery gets recharged so this smoothly does transitioning in power needs so no surge in the end.
My sub is a revamped Dugong that looks very slick with tons of features mostly designed by myself : I did not uploaded it yet, but maybe soon as I feel that I finally made it perfect.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3568936833
Steam doesn't want to show me that full size image for whatever reason, is it a private image?
Kudos to you for making cool stuff that does a job, no complaints there and I'm sure it fits your play style and will be a desirable piece of tech for similarly minded players. I just have tended to swing in the opposite direction and prefer to start from bare bones, solve problems on the fly and enjoy the quirks of the rather imperfect Frankenstein sub that I cobbled together!
See my current play thing: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3489267616
I've added circuits and wiring so it's quite a bit different in terms of operation now in my campaign compared to how the sub comes from the Workshop, that's the whole point of it really - when you get the sub it's broken and needs fixing, although it will float and move after the initial repairs are done. I suppose if someone were to add in your balancing circuits it could help in the early part of a campaign, but now that I'm about 2/3 of the way through and have fully upgraded the sub, it's probably about as smooth as it's ever going to be.
Fact is I have not the free time to do what I do with my sub INGAME as building materials and equipment + ressuply + take new missions is already a long process and when you go out on a 3 missions sortie then rewiring the sub and maybe loose afterwards as you can't save mid run, it is not my thing ! I just wished editor was available ingame and materials had a cost.
This sub looks very cool ! The wrecked style is very sassy.
I don't know how to do buckled wiring though, when I do it it's always straigtned.
I always wait until I'm docked to do wiring and circuits, talent point spending (unless it's something I know I will use in this round), and other things like that, then I am safe and using power from the station. If there are no stations, then I sit at the end of the round and do stuff then just before starting the next round.
Wiring - you just add as many points as you need, it just takes longer than doing long straight lengths. You can also set the rotation on equipment, e.g. junction boxes, and set their starting endurance (damage), resize and apply decals to give a distressed look (adjusting the transparency also helps with dirt marks). Doesn't have to be just for damage / dirt, this can also be done with arrows and other decals to give a 'spray painted' look over background textures and items.
Thank you, yes I put a lower hatch to dock on wrecked subs or any building that are below with a docking port. You can also do sorties if it's faster to go out this way. Fact is water do not come in when it's open so you do not even need to build an airlock you just jump in the hole !
Also, I have put watertight cargo space in my ballasts to save tons of space for other stuff in the regular rooms. I think that not much people came up with that idea !
By the way my discharge coils are triggered only when detecting monster, and it has a timed discharge so it does not work constantly until monster is dead. It does only 0.5 second shock then cooldown about 2-3 seconds until newt shock. Very effective and prevent most of monster break-ins !
Mission including this type of cargo are very rare and do not need to manipulate it by hand. But in case of anything I can drain my ballast anyway ( part of the anti-ballast flora system I installed ) and safely access my cargo !