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Yes, this only happens when they become alarmed. Before that, they're just stationary.
Let's hope the next patch will fix this.
I'm currently on a break from this game, playing Mass Effect extensively, but when the patch comes out, I'll return and check it out.
so i assume it is a fault logic gate in the group logic, that then gets applied to many ships within a group - due to a similar unity component - something that is generally needed on most ships
detail entity controller, entity AI controller, ship component, observation component , etc.
regardless it is not something I can directly diagnose or fix , with out maybe sheer blind luck in finding a change in my project that impacts the symptoms.
sometimes this weird interaction doesn't happen with groups
other times it does, and when it does it often impacts many if not all of the ships.
this could be due to a common unity component, or just some logic surrounding warships/group dynamics etc.
regardless the effect has only appeared in a recent patch , and prior to which all of my ships were fine within groups/routes.
the devs also indicated they believed they understood the problem and fix.
Is there a chance to find out the reason, because it would be sad if this bug still appears after the next big game/mod patch?
but I would suspect a missing mod would cause issues.
without a log or crash dump it is hard to determine what caused it.
No. It's a bug that will hopefully be fixed with the next version, after the next big update for the game comes out. It only seems to affect ships from Britain. American or Swiss ships have normal names.
Hulls, Compartments Composition, Hull Armor / thickens, Equipment & Compartment association, Flooding , Damage Control , Quality Build values, Water Flow Rate/Ingress, and some other stuff I probably forgot.l
A. possibly identify why its not loading
B. possibly fix the issue or at worst keep the issue from happening in a future change.
note, the potential (local scene - a ship changed) is one of the reasons I have thought about actually removing the "compatibility flag" in certain scenarios. however, because mods dont have the ability to use version control in the same manner that you can select a branch of the game. I would have to look into hosting a "previous versions" for users like yourself ,to revert to if this occurs ( i am okay with supporting this if needed)
Either a mod got removed that needs to be present again
Or on a rarer circumstance. A vessel which is changed was literally loaded in to the local scene when you saved the game.
You would have to look at the output log and see what message was occurring when loading the save.
Or attempt loading a different save file
The fix specifically targeted the incompatibility message
I finally got it working again through the described steps.
Funnily, all of the generic ships vanished, once I loaded the save.
all because of a TRUE vs True
solved. turned off the mod, complete patrol, re-enable mod
some ships have hull component issues in game, and dont register damage. but I barely understand the problem, and even less the solution when this occurs.
Do you use the realistic sinking mod from last year?
When I still had that active, in combination with the realistic sinking physics that got added to the game, I had quite a lot of problems with sinking the added ships.
Now that I've removed it, the problems are mostly gone.
On some rare occasions you might come across a ship that doesn't sink.
But if you get the confirmation, that it's been given up, you should still get credit for it, at the end of the mission.