Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As far as I remember, the best solution was to detach the two rotors when the ramp is closed and reattach them, before opening it. You can try adding this to the timer blocks so the ship does it by itself.
the only alternative is to fiddle around and find the perfect setting for the rotor's offset value. Too much offset and the ship will drift to the one side, too few offset and it will go to the opposite side. But since the developers keep messing with the physics, I gave up updating it because it always gets ruined with future updates.
For personal reasons I'm not a fan of supergridding and for control seats it isn't really needed any more.
I hope that Keen will fix this some day. Otherwise most of my ships with "subgrid functions" will be useless.
- looks and feels great!
- is survival ready but not far from survival friendly. The 1.2k U is way too excessive - I think whenever that's a fair loot for fighting this or optimal starting cargo when building. Easy to fix though, and add few tools, weapons and mags and that's good to go
- the nose is too fragile. 10 seconds vs 1-2 gatling guns destroys nose and the pilot in it
- can't land on Tec Fuel Station due how connector is placed
- hotkey toolbar could have better naming for cameras, and more things in it at other rows (e.g. turn on/off weapons)