Εγκατάσταση Steam
Σύνδεση
|
Γλώσσα
简体中文 (Απλοποιημένα κινεζικά)
繁體中文 (Παραδοσιακά κινεζικά)
日本語 (Ιαπωνικά)
한국어 (Κορεατικά)
ไทย (Ταϊλανδικά)
Български (Βουλγαρικά)
Čeština (Τσεχικά)
Dansk (Δανικά)
Deutsch (Γερμανικά)
English (Αγγλικά)
Español – España (Ισπανικά – Ισπανία)
Español – Latinoamérica (Ισπανικά – Λατινική Αμερική)
Français (Γαλλικά)
Italiano (Ιταλικά)
Bahasa Indonesia (Ινδονησιακά)
Magyar (Ουγγρικά)
Nederlands (Ολλανδικά)
Norsk (Νορβηγικά)
Polski (Πολωνικά)
Português (Πορτογαλικά – Πορτογαλία)
Português – Brasil (Πορτογαλικά – Βραζιλία)
Română (Ρουμανικά)
Русский (Ρωσικά)
Suomi (Φινλανδικά)
Svenska (Σουηδικά)
Türkçe (Τουρκικά)
Tiếng Việt (Βιετναμικά)
Українська (Ουκρανικά)
Αναφορά προβλήματος μετάφρασης
https://sp.zhabite.com/workshop/filedetails/discussion/3000949045/591761374510676714/
Whenever a crew member tries to load ammo to the turret it says
"Failed to load ammunation to Micro SLL Turret"
i love these mods, and i appreciate your attempts to make them better for everyone
if i observe any balancing issues with the turrets or ammo costs i'll let you know
i want the EK Turrets to be sidegrades, or alternatively, only slightly better.
not the only logical choice.
Since I don’t know how to connect the missile’s logic circuits, I can’t test it myself.
If you're referring to the one that fires laser-like bullets, that should be the Light Chaingun Turret. Its original price was 2500mk, but I’ve just raised it to 5000mk.
The corresponding Light Rotary Chaingun has also been increased to 7500mk.
Hopefully, this should help with balancing the game.
the really super cheap 2300 base price one that shoots laser bullets
its effectiveness in combat is extremely high, you might wanna look into it if you're rebalancing
if this mod was a sidegrade to regular barotrauma it would truly be one of the best mods ever made, i definitely support your efforts to integrate it
(I've already adjusted the crafting cost of the ammo, so it shouldn't be too extreme.)
The turret prices might be adjusted in the future, but the exact values will likely depend on each turret's performance.
It's 3 years ago but right now the missile still work fine
EX:電磁槍彈藥箱每次-0.5耐久,彈藥箱沒有額外去定義耐久,因此默認的耐久上限就是100,100/0.5=200,如果改為-0.25則會變為400發
As you mentioned, if you experience this problem, trying to load this mod with a higher priority might help.
Works very well. Thanks Lucifinel for keeping this updated
Of course, some turret data won't update in real-time unless you swap to a new turret, but this doesn't affect the usage of the turrets.
That being said, unfortunately, I won’t be changing this. The view range of these turrets is intentionally designed to match their intended engagement range, and adjusting it arbitrarily could make them feel uncomfortable to use.
If the issue is caused by view range upgrades, you can manually disable them on turrets and periscopes. In the submarine editor, select the turret or periscope, find "Disallowed Upgrades," and add "turretincreaseoffsetonselected." This will prevent view range upgrades from affecting them.
Basically, it is directly compatible, but a few items may have data differences, such as the default power consumption adjustment of the turret may not be updated in real time. Of course, this does not affect the normal use of your submarine.
這個東西我不改為可以替換大型炮塔的位置的原因是,重型炮塔除了特別強,所有的配件還特別巨大,隨便讓人替換上船,那會顯得非常奇怪