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So, I cracked open the sub editor to look into the Bottlenose. It looks like you were right, the spawn points for the prisoner job were not there. I tried adding them and still ran into the issue of the prisoners suffocating. Popped in a hidden shuttle oxygen that can't be interacted with and that seems to fix the problem. Set the decay rate to 0 and made invulnerable, and it should be good to go.
Thank you
Either mod weirdness or a recent game update made the "prisoner" crew spawn tag stop working,
or potentially this sub is from just before the "prisoner" job got added to vanilla. I don't actually recall off the top of my head.
Not really any documentation for the new submarines (2024 and after) yet...
The three buttons in the helm room are a sort of 'safety' for the dorsal, ventral, and nose railguns. When the lamp indicator is green that means the gun triggers are enabled, when it's red the trigger is locked.
As for the gunnery periscope controls, the colored lamp shows the same safety status as the switches on the bridge. The white lever switches the gun's searchlight on and off. The grey toggle button switches the gun into "sonar operated mode", while this mode is active the turret is aimed using the sonar terminal instead of the periscope & fired by pressing the button shown in the sonar console.
Your builds are fun to sail with and fun to use
There is a DNA research table in the back closet of medical, if that is what you mean.
Although if you want a fancier dedicated research submarine, I do have one in-progress being worked on. ( It will also finally have proper hydroponics unlike most my submarines )
I personally love your big boats and could always do with a newer version of the matriarch. Many levels, ladders, stairways. With a CIC instead of a exterior facing bridge, canteen, bunks, a captains space as addition to the normal and functional interior. So mainly a mix of RP and functonality, this is what I use your previous subs for. The current work here is my current boat for cmpaigning and I really like it so far. Bots do not get stuck (which is a headach in the matriarch ^^) and the decks are layed out in a very efficent and logical way.
Top notch work mate and whatever you do, just stay creative.
Might probably work on that after next sub is finished, then after that I'm planning on doing a Typhon 'Remix'
Unfortunately due to some weird game physics stuff, ramming ice spires really isn't that effective in vanilla - so it wouldn't actually be useable, but I could definitely make a icebreaker style of hull.
Now the question is what class would fit, probably a scout? Since that would make sense for exploration & trailblazing. Or it could be a transport, possibly designed for delivering supplies to far distant outposts.
Okay. I've been considering some possible designs anyways for a tier-2 or tier-3 'research' (scout) vessel sort of along those lines anyways, and I'm even thinking of trying to include a hydroponics room this time.
I've also been thinking of making some more 'civillian' style private-owned freighters, passenger ships, and luxury/vip cruise-liners. Lightly armed, more kind of intended for RP servers / traitor gamemode and with low difficulty settings.
@Time_Mogic
So a 'tier-1 sized tier-3' perhaps?
How small are we talking, like "4 to 5 crewmembers" small
or like "tiny 2 to 3 person shuttle" small?
Possibly some sort of compact slightly-armored design with heavy armament (chainguns, flak/railguns maybe.) although it can be pretty tough to fit all of the facilities like medbay/fabrication or the devices needed for alot of weapons into such a small submarine.