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
I would love you forever if you could make a version that worked with the DLC's without overwriting. This has always been my favorite cockpit and its painful to not be able to use it.
Dammit, what a pickle. 🙄
If you mean about FC 2.0, then it merely points out that it's a vanilla replacement so any mod changing the vanilla cockpit in any way would mitigate any changes made by FC 2.0 which should be a somewhat logical and pre-requisite understanding of how mods work before modding in the first place. ;)
But non the less, SE is really hard to hard conflict with mods that could lead, in game bugs and glitches or save game corruption, again corruption originating from mods themselves, not from Keen's updates and changes that may lead to corruption which is always a risk and very hard to anticipate and mitigate in advance. :)
You probably have the progression bug from this mod. It's gonna be fixed in the first week of next month. Sorry for the inconvenience.
This means I need to build a Rover cockpit even if the current project doesn't call for one.
You need to find a way to add to the Cockpits group rather than supplanting it.
Thought i'd implement it. Sorry!
It seems like I cant place some mod blocks and unfortunately this is one of them...?