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I have to control them and park them right underneath one.
its not working at all
Regarding depth rating, the sub is Tier 2 and it's hull is the same as vanilla subs. Whatever a normal Tier 2 sub can get down to (I don't know what that is off the top of my head). If you are seeing warning icons over passages while looking at the map screen, I would suggest getting some hull upgrades. The sub will be able to make it through the Ridge easily with some hull upgrades.
It doesn't work even after upgrading oxygen production to the max.
I find it very annoying, is it a bug?
I checked in the editor and didn't find a difference with vanilla subs.
By the way, to which depth is this sub rated?
I just entered the second biome Europan Ridge :
-Hull is not upgraded.
-screen lightly shakes
-creaking noises
-crew is chatting about depth (I'm playing solo).
That's the right Triton. Didn't lose my ID cards, was playing singleplayer.
Gotta admit, I'm pretty confused. I tried swapping between the Palestar II, Triton, and Orca, and my ID card only works in the Palestar II. Must have run into some kind of obscure bug, but I'll fiddle with it and see if I can figure it out.
As to the battery, good to know. I'll give that a shot, thanks.
As to the ID card thing, it's an issue on the Orca (vanilla) and Triton (modded), haven't tested any others yet. Basically if I start with a Palestar II and buy one of those, ID cards don't work. The Triton dev said it was likely a bad keycard ID (possibly just a typo) from a modded sub I started with, and that SEEMS to line up with the symptoms.
I guess going to battery-backup could accomplish most of what I'm aiming for, but does that shut down all nonessential systems? It'd be nice to just flick a switch and ensure that anything not absolutely necessary is off, since looting a wreck solo or with a small group can take quite a long time.
Also that Endworm encounter sounded epic! I'm glad the sub was able to help you and the crew pull through! The sub does have a sort of power saving feature you are talking about, if you shut down the reactor and turn on the batteries it should give you a good amount of time to loot a wreck or explore a cave if the sub is just sitting still. The stealth variant of the Palestar II has a bunch of special wiring to allow it to operate silently for long periods of time, it is a bit more of a challenging version of the Palestar II as the batteries generally need an outpost to charge efficiently and it does not have an extra turret hardpoint.
The Palestar II, unupgraded, took on an Endworm and WON. I don't know if that means the sub's hull is overpowered (since I hadn't even upgraded it) or if it's just a matter that my crew was too damned good at their jobs, but I knew you'd want to hear about this.
The Palestar II truly is the little scout sub that could. I've since upgraded hulls to max because hahahaha holy shit.
An Endworm came in and attacked both my sub and the pirate sub in equal measure, and all hell broke loose. I hadn't upgraded hulls even once, so every time it hit us it capsized an entire wall of the sub instantly, but there was so much wide-open expanse of water that there was nothing for us to get rammed into. The pirate ship sank to the depths and the Endworm knocked it free from us, and it chased the pirates and some decoys I dropped.
I thought we were home free. We were not. The endworm came back for the Palestar II and I proceeded to run through all of my chaingun and most of my coilgun ammo against it.
By this point, I had a truly full complement of crew (2 of every class except 4 security officers), with the bots having carefully-considered gear and orders so that they didn't get in each others' way and operated with maximum effectiveness. But I hadn't upgraded my sub aside from oxygen (there's an issue where people suffocate during transport missions) and some fuel efficiency.
The pirate ship... sank on top of the Palestar. It pushed it downwards, which was fine - I can deal with that. The enemy crew was too busy to shoot, so I was taking potshots at them while I waited for the Palestar II to slip out from under it as we sank.
... We kept sinking.
I've seen the Stealth and Advanced variants of the Palestar line on the workshop, but I've been hesitant to try them, as it's not clear if they're meant to be upgrades or sidegrades of the Palestar II. What do you suggest I take for a spin next?
Re: the reactor button, great to hear. In singleplayer especially, fuel-rod consumption while I'm sifting wrecks and the like can be extensive. Ideally, the command console would have buttons for stuff like this - oxygen only, or maybe a 'defensive stance' where the sub consumes minimal power while being able to open fire if something comes at it.
Thank you so much for letting me know that you enjoyed using the subs! It really means a lot to me!
For the reactor button, that is an interesting idea! I think it would be pretty easy to wire up, I'll look into adding that feature when I set up the docking fail-safe for the drone!
Also, one thing that's been bothering me. Would it be hard to rig up a switch near the reactor that turns off power to everything on the sub except oxygen? We use a tiny crew (2-3 people), so the sub often idles for long periods while we're on EVA, and it burns through fuel rods like crazy. Every sub has this problem of lacking a proper 'idle' mode, from what I've seen. The Palestar II ended up being a step down from the Palestar I in this one regard, as it ate too much fuel when it was just sitting there, doing nothing.
The Palestar II made for an excellent intermediate sub, giving us a chance to play around with more advanced features (even though that backfired, heh). I appreciated that it came with a box of explosive rounds for the drone - we used that as our pseudo-railgun for hard targets. I don't quite understand what the miniature moonpool function is for, though.
It's a weird one to be sure. It was our first time trying a drone, so the idea of conserving battery didn't occur to us. It's also difficult to undock at first because you get no sonar feed until it's already undocked, that's why we had the explosive undocking, I think. The on/off button for it seems to work on a delay, or something. Whatever the case, we moved to the Faustus just to get away from this particular sub.
I'm not sure what happened when you first tried using the drone though, I haven't run into those issue when testing it today or playing normally. It's possible the violent undocking was caused by the nave terminal's up being set to max, it can go up very quickly if you aren't using move to position.
I had to make 2 comments because it was too long for one apparently.
Thanks. I figured the wiring/power issue after we docked with the drone on the main hatch, but at that point it was far too late. As for getting the drone off of our sub, it refuses to budge - in fact, it thinks it's undocked, so I constantly get a 'dock' button, but it also refuses to budge. I'm guessing it's slightly clipped into the sub or something, but it's nothing visible.
We had a similar problem starting out with the drone. Couldn't get a sonar feed from it until I undocked it, which it did... somewhat violently, shooting off of the sub with way too much force. So the drone may not sit quite perfectly on the sub to begin with.
If you are able to move the drone off of the main sub, you might be able to leave it in a level and then try using the outpost upgrade NPC to replace it which should resolve the issue. I'll do some testing tonight after work and see if I can recreate the problem then look into what solutions can fix it if replacing doesn't work.
Basically, we detached the drone while doing an op. After a while, it seemed the batteries died. For whatever reason, the drone refused to dock with its proper slot on the sub after that, so I tried docking it to the sub's main docking port, in hopes it would recharge the batteries.
This was a disastrous mistake. Not only did it not recharge, I couldn't convince the game to let me undock it, so I had to scrape it off using a stalactite to dock with an outpost. After that, the drone keeps spawning in the correct position, but doesn't count as docked - so it can't recharge, and it's messing with my sub's interface. Any help would be appreciated, even if it comes down to using a console command to fix the issue.