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id_locker1 to id_locker10 to their normal cards on the server side whenever we dont play.
It is for sure a specific feature that may only help a few playstyles.
When doing my next update pass on the submarines, I will consider creating a 'I know every player' version which has basically every locker accessible by all players.
Just open the characterdata.xml file on the savefile. and search for
"id_crew"
It will always stop at a player-id-card.
You should be able to find something like "name:AndyP" nearby, so you know the ingame player name.
Replace that specific
"id_crew"
with
"id_crew,id_locker1"
and save the file to give that player access to their locker without using any of the pre-made ID-cards, they are only meant for missions or as backup keys.
If you dont have the number at hand, here a translation table:
Locker 1 | Red
Locker 2 | Orange
Locker 3 | Yellow
Locker 4 | DarkGreen
Locker 5 | Purple
Locker 6 | LightBlue
Locker 7 | DarkBlue
Locker 8 | Lime
Locker 9 | Pink/Bacon
Locker 10 | Brown/Chocolate
You can now attack the ballast flora (the health-bar is still in the hull - but that happens for all the 'small pump' models), but you can remove it now, without flooding the sub,
It can be fought, but the pump is a bit too close in the bottom hatch - so you need to cut the hatch open too to fight ballast flora properly.
Going to fix that.
But I will give it a try again, just to make sure
The attack one has a "decoy" charge slot in the aft.
The triple on bottom is for regular depth charges - yeah they can only be dropped when not moving, while moving fast, they hit the guns, when moving down you can even trigger them on your own.
(Also a common thing to happen: If you drop it on a pirate, they can hit the charge and blow it up too early.)
But will give it another try to see if anything changed with the updates.