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








The ammo "container" contains only one shot. (From a gameplay perspective I would have expected something named "container" (and an icon like that) would contain more, such as a full reload for the entire rack of launch tubes. Not my commission, though, so, who knows what's going on. The assembler recipe per shot seems to check out though.)
This makes the launcher dreadfully slow at firing. (once per conveyor pull)
Confirmed when inventory is set to higher multipliers, when it really fires at its (BuildInfo) stated rate of 5/s until its inventory is empty.
I've seen the values in the changelog; I just don't get what the intended performance is and at what weird world settings that perfomance is supposed to be reached.
So, "death by a thousand cuts", yes, but also "death from waiting between every single shot".
This mod is balanced at the commissioner's discretion. I can look into a ModAdjuster config for general use, but it will take a bit of time; I currently have two prepaid commissions which are my top priority.
Was the collision mesh offset part of the commission?
Anyway, thanks for your response and for all your cool stuff in general!