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From someone else who made a successor model, there is no longer this up and down as a problem.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2964343361&searchtext=RS-1050+MK+II+%27Charlatan%27
So that a bed with waiting is an alternative to a cheap doctor.
And on journeys would be a way to heal someone than to use his few medicines, on the Time you start.
So only deco to use, which bots also do not use by themselves, only the player can put someone in there.
If beds heal , then only with a mod , if there is one then I don't know it.
Currently I am also rebuilding a stage 1 mod submarine from someone else, which has some problems with the controls, settings are missing somewhere else, and consists of too many parts for its small size, and still needs the disassembly and construction machine because I want to use it until the last biome.
The control system does not even work properly as it is divided into 2 devices, the shuttle control system drives and has sonar, but everything important is connected to the normal control system, which does not have sonar and cannot be driven with, so I still have to see how I can get the cables from the shuttle to the main control system and delet the shuttle part.
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RS-1050 MK II 'Charlatan', so it will take a little longer until I can use this one, as I am rebuilding the other one first.
RS-1050 MK II 'Charlatan'
I have not currently used at this time, because I played little Time the game here, and just look at me several submarines that fall into a price to be able to start normally without what to change.
I am not original in biome 2 to buy one, and currently although everywhere can buy one no matter what level, because I have adapted a certain file because there is no mod for it.
I want to have the possibility to look at every submarine before I buy it at any time, like before version 1.0
Without always looking at them in the workshop first, if they are higher in price than what you can start with, and only when starting the preview of the prices are to be seen.
Try the level 2 version, if it does the same for you, which is an adapted version of this one. / So with all the mods that are currently active, like with this submarine.
Simply open the submarine editor in the game, load the RS-1050 MK II 'Charlatan'.
Then click on Save in the upper left corner, change the name to what the copy should be saved as, and set the price to low, then start normally and watch this submarine if it does the same.
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RS-1050 MK II 'Charlatan'
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2964343361&searchtext=RS-1050+%27The+Charlatan%27
Just started, everything works for me, I don't know what the problem is but it sounds like one or more mods are not compatible with this submarine.
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Otherwise save all mods as a mod list on the page where you activate the mods in the game.
And just deactivate all of them, then restart with these, if it still happens, I don't know what the problem is, I have some mods but none of them causes this with one submarine, even if I haven't used all submarines yet.
If it doesn't happen anymore, just activate some of the mods and see which group of mods is causing it, and then test certain ones until you find the one that is causing it.
Should you test because if you then get such problems with other submarines that you at least know which mod causes it, and whether you then really want to use this mod that does this or find another that does the same without this error.
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I probably have to run the cable on the hatch from left to right with a character that has the value of 50 electronics, as I have tested it. (50 electronics, because of not dying by electrocution. )
This way the hatch stays open when I open it, and no longer closes automatically.
So the repairing Bot can always go down, because he doesn't have to press the button, and shouldn't press it because the hatch is already open.
And no bot closes a door by itself, all doors and hatches do that by themselves, because of the way they are wired.
And a ballast tank apparently only fills as far as it is set as ballast space, so for the possibility of water coming out, there is still a door and another one up there.
Level 2 submarine would be good, level 3 is already so often, and shortly before the game came to V 1.0 level 3 were changed to biom 4, if that is still the case it just takes too long until you get a level 3.
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Or does anyone know a mod that adds level 3 submarines to biom 3 , or the biom restriction completely removes , without so a mod changes other things , so that this mod then has no problems with other mods.
As a mod for launch money increase I did not find, since there are also submarines that are level 3 and are available at launch.
Since I have 1 submarine mod which is a level 3 but from the cost still goes to start , so a heavily upgraded Dugong , but still with only the 3 small towers.
1. Swapped nuclear reactor to fusion from EK mods. The one from EK can be turned on/off
2. Added one coilgun to the top of the sub
3. Added a camera to the ballast tank pump
4. Texts displays for Fuel left, Bat left, Fission rate, and power needed
5. Added a switch for the oxygen generator.
6. Merged all interior lights to one switch. Minus the red emergency lights
7. Added 2 dive suite lockers on the top floors
8. Added an efficient auto reactor controller.
If there are not these problems , the here Mod Developer could look at the version of them to fix the problems.
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Unfortunately, the crew on the stairs often get stuck even in missions, so all those who do not have a fixed work position.
And the ladder to the ballast tank, the hatch they never open, it's a bit inconvenient as captain to run after the mechanic every time he reports again need a diving suit and then runs up there with one that I open the door for him.
I have no idea how the wiring works, nor have I ever created a submarine here, otherwise I could adjust anything on the submarine with the editor, or change the wiring in the game something like the door stays open or something.
Since the ceiling is so low there.
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I Know beds are only deco in the game, and bots don't use them by themselves.
Except chairs when bots have no tasks or you are standing at a station.
But if you put a character in the bed on this submarine, he fidgets, which they don't do on other submarines. ( ? Except that with the fidgeting is currently with beds a bug from the game. )
On missions so far still had no problem with it, but when I stand at a station, and the people there have nothing to do, and are on the submarine, they often hang at the top of the stairs and want to go somewhere, so they fidget around there.
And because of events in stations where they shouldn't get in, I always send them straight to the submarine.
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The ascending and descending, will probably be better when the pumps and engines have an upgrade, because when you stop when you change the height, it takes several minutes until it stops, because it constantly goes up and down.
Whenever the pump in the ballast tank must be repaired, the bot goes to the ladder above and gets stuck there, he does not open the door for whatever reason.
After some time he goes again , or runs to the next task , but always throws his diving suit there , so that at some point all 3 accumulate there.
I had to go there every time, open the door so the bot could get down, and collect each wetsuit.
If you let him down he brings the diving suit back again.
Wetsuits are usually always brought back by the bot, or by others even if they don't need them at the moment, but no one picks up the ones that are put down there.
Ah the Terminal, Next to the medicine cabinet is the medicine production.
At least you don't have to constantly run around stations to build stuff.
If more would come in like medicine manufacturer, or more cargo, or cabinets, one would make another class 3 submarine out of it, so only from biome 4 can buy, stat with it as class 1 to start.
And with the quantity and the position of the towers, one can use that together with a Perk a technician also still up to biome 4 and further, than in biome 2 a class 2 to buy to have to buy a class 3 from biome 4.
If then it should be a maximum class 2, because otherwise you would have to wait too long until you could buy it as a class 3.
But better it stays a class 1 , there are enough class 3 , and anyway hardly class 1 and 2 , except too many cheat subs with mechanics what would make them rather class 4 or 5 if there were these classes.
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Class 3 submarine from Biom 4 it was still before V1.0 , whether it is different now I do not know because I just arrived in Biom 2.
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16 Cargo Box , on a Assault Sub is that Rare.
Cost 8000 MK , i have Option to Start with them , that is good.
Then intentionally or accidentally the "Moloch" is based on a ship from "EVE Online".
In any case, one of the few ships that are made compact without being excessively long, or high and long.