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What about more diving suit stations in the different rooms?
New ballast tap-out system. Ballast door delay will depend on the ballast water level and the ballast high-pressure state. When the ballast hatch/door is open, the ballast bilge will be powered off. It also allows rapid switch on/off now.
New ballast indicator. The ballast button light will show (Orange) whether the door is waiting for water to drain.
New ballast high-pressure indicator. Any major ballast breach will be visible via a warning light beside the button.
New docked charging. Outpost charging will proceed through the battery array, instead of directly into the sub-power system.
New airlock indicator. The airlock button light will now show (Orange) when the dependent doors are closed and that it's ready to open.
Changed the airlock hatch motion detector, making the system more predictable.
New electric coil light indicator. Each coil has an indicator showing whether the auto mode is active.
Changed pulse cannon light. Each cannon has an indicator showing whether the auto mode is active.
New battery auto load system. Now uses math to figure out its input per battery. Apparently, reactors were changed in the last update and are no longer penalized for having a load greater than capacity. That change makes this approach viable.
Changed total battery indicators to show 100% max.
Fixed some wire visibility issues and cleaned some logic out.
New ballast emergency light that turns on when its open.
Changed shuttle battery to total 100% and applied similar ballast fixes
I did enjoy having such horrible moment when everyone is yelling at each other :)
And in terms of fully charging batteries before use... they usually are, its just that we have A LOT of swarm missions or kill this/that mission, at this stage in the game they take quite a while which leads to the depletion of batteries.
still, good sub & everything is thought of well, if you update it to nerf the reactor i wont be updating the riftpiercer.
Balancing wise I think its more interesting when the power output is limited, especially without upgrades. Going to add this to the description. Nevertheless, its has power management levers, e.g. turn off the oxygen generator and you 1 kW free right there.
As a captain, you must ensure the batteries are full before combat, and that the most critical systems have plenty of power available. Using engine costs power, using ballast costs power, bilge costs power, diving equipment etc costs power. You can even disable autofiring for electric coils or cannons, if you want to prioritize other systems in combat.
I suspect it would actually be fine to nerf the reactor more (about 16%), but that needs some testing
using this ship in a 60% difficulty campaign and well... the auto guns and other QoL features make this ship a breeze to handle, for 2 crew members were doing rather well keeping everything operational-ish.
-Drawbacks
swarms of monsters or single tough targets are the greatest weakness for this ship, as well as the slow reactor. but aside from that its overall design is easy to work with.
The reactor, with normal system use like steering, lights, fab, etc the reactor & batteries handle everything fine, however, once the Lasers and/or dischargers activate then the ship is thrown into a fight for power, every now and then our ships logic systems would fail to recognise this power increase and keep the batteries discharging until empty, and then the ship itself would become a metal coffin while we wait for things to recharge while repairing the hull because we ran out of power either fighting a hammerhead or mudraptors.
This issue is more case specific and im fine with it staying as it is.
Why? well it adds to the feel and causes me and my mates to kinda panic, either way this ship is really enjoyable and overall i would say 9/10.
keep up the good work! im learning a lot more from inspecting your logic rather than reading guides.
(1000 character limit -_-)
I have some improvement i might push:
I want the tap-out ballast function reworked, perhaps with better relay state control, light communication and button race condition between water level and delay, and checking for high pressure (major breach in outer hull) and maybe the inside as well. Will be cool.
The battery input / reactor load fluctuation limit needs to scale with engine upgrades, so there must be some sensible way to limit the max auto input level. Likely to become a terminal command line thing, but it needs to be intuitive.
The bridge window might move some pixels too, I want to make it harder for creatures to get stuck...
It's tiptop managed wiring right here just look at it
You Must Become One With It
added auto adjusting battery input
fixed rail gun pers. pos