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
<Affliction identifier="stun" strength="4" />
<Affliction identifier="burn" strength="5" />
<Affliction identifier="sonarPingWaterClose" strength="1" />
<Affliction identifier="sonarslow" strength="100" />
<Affliction identifier="sonaroverlay" strength="60" />
<Affliction identifier="activesonarlua" strength="120" />
Now you should be able to take actual sonar damage whenever you fail a repair check, as well as have the proper sounds and visual effects to go along with it.
also marius, tbh the explosion is just for comedic effect, it *does* to sonar damage, quite a lot of it actually the explosion is just kinda funny
I take it the high skill requirement and damage you have set might be inspired by Hazardous Reactors, which makes reactors have a high skill requirement to repair and also has some potentially deadly consequences for failing the repair check, but in that mod, you are able to get around this threat by simply shutting off the reactor. You cannot do the same for transducers.
Also, I'm sorry, I reject this assertion. An inactive and broken sonar will not just magically turn on because you put the screw driver in the wrong way. This would absolutely never happen, and the fact there are 0 human casualties from sonar related accidents should be a testament to that. The only way it would happen is if the sonar is already active, and this is something that can already naturally occur in this mod without failing the repair check.
If you repair the sonar while it is active. You automatically get blasted. I think it's more engaging to have these mishaps happen naturally as a product of poor crew cohesion, rather than just an RNG repair check.
1. The sonar only killed 8 crewmen
2. The sonar function flawlessly with terrible regularity
3. Why only 5ooMw of power draw It should be atleast 15k
4. The 9th crew man didn't die of their injuries on the way back into my sub and became Eisenstein of Mechanics and Engineering
5. The damage actually displays on my status monitor (No percentages tho Just how I like it!)
6. The sonar also Shows the Creatures far too well in my taste should be lower fidelity In my
O P I N I O N
7. The Sonar also Sounds off pitch Too dull of a tone.
failing to repair a sonar in real life could lead to some ***very*** bad consequences as sonars often need to be active for proper repairs, i felt it right to make it punishing to fail the skill check (skill issue???/?!?//1/@#?/)
the last bit is unintended however i think its really funny
happy sailing
-The repair requirements to fix the Transducer is very high. A whopping 115 Electrical! Why? No other module comes even remotely close to this number. Should be 55 max.
-Failing the repair check causes the Transducer to explode and deal an absurd amount of AOE damage, as though it were filled with volatiles. Why not just have it shock you like every other electrical device?
-I also don't know if this is an intended effect, but a damaged transducer prevents use of the autopilot mode, and being unable to maintain position makes it almost impossible to repair the transducer without having the submarine rest on the sea floor. If I open an airlock to get out there to fix the Transducer, the sub starts falling into the abyss.