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报告翻译问题








Turn on-off issue with 0w throttling: I will check that issue.
Thank you for reporting this bug.
Also the capacitors don't seem to be accepting generator input once they start to dissipate.
World File (Creative Mode, No other Mods)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1750280374
EDIT: Appears to be fixed by saving/loading.
I'll leave the world file up just in case.
Quick reproduction:
Large Grid Large Reactor (300 MW)
Laser Generator - Set laser from terminal to max - Display is 125 kW
Check power consumption in grid terminal - 125 MW
Resulting in a consumption of 35 grams of uranium per SECOND. That's probably the most inefficient weapon systems out there.
If that's the intended power consumption, maybe find a way to fix what the terminal displays.
Though to be honest, I'll probably just mod the power consumption to be 1/10 of what it is for my offline survival games.
As it stands, the whole system is so power hungry, it's unusable short of creative.
And I seemed to have met a bug that allows the massive laser to be fired infinently, I even turned off the generators and the laser is just invinite
I belive something I did in the massive complexity of combiners and splitters that made this bug
i have the final laser combiner set on 2 rotors, so i can rotate the turret in all directions. to control the turret i use Whiplash141´s Mouse controlled rotor turret script.
everything is there: The sound, the beam, everything, just no damage
2019-05-28 18:27:50.930 - Thread: 1 -> Exception occured: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNextRare()
at BeamSystem.SessionComponents.UpdateSessionComponent.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
Whatever it was, it resolved itself.