Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
► Fixed bug with not properly applied Handyman and Thrifty skills for the repair action.
► Locales.xlxs added, few things are already translated to German(Dude) and Russian(Alte), more to follow.
► New action at the diesel engines to blow ballast using diesel. Usage: set depth so that the air intake reaches out of water and start the action by the officer. Diesel engine will be not started automatically, you have to set the gear, also higher gear will speed up the process.It is much slower process that using compressed air and takes about 5mins at full speed. (This will be tweaked later to match the historical values). Historically this was the preferred option to to blow ballast as the compressed air reserve is not depleted, in case the boat needed to dive quickly again. This will be very useful in conjunction of putting the compressor performance to real values as it takes quite some time to recharge the compressed air. TBD to remove snorkel smoke during this.
► New action to dismantle devices for parts which can be used in emergency to dismantle non essential equipment to allow critical repairs. Dismantling yielsds one part of scrap by default and two parts with Thrifty skill. You can repeatedly dismantle and repair some device to train you engineers.
► Salvage scrap now requires 4 pieces of scrap (instead vanilla 2) to compensate for dismantle action, so fully skilled mechanic can dismantle some device to obtain two pieces of scrap, make spare part and after successful repair will get one more part of scrap back. Therefore repeated dismantling and repair will be always lossy process.
Having the Thrifty ans Salvage skills is very important, but you can obtain them by training your mechanics using the new action.
► Leak blocking and repair mechanic has been overhauled as the original concept introduced in the Iron Coffins at the beginning was not working satisfactory after the B129 update. after B129, some vanilla holes and pipes supported only one character interacting at a time, this was changed to two and you can either block with two characters or one repairs and second blocks. There are some resulting issues like characters bodies overlapping at some places or character not working exactly at the correct place. Please report if you will spot something really out of place with a screenshot. This will be hopefully possible to address in later update.
► When leaking hole is being repaired, the leak rate smoothly decreases as the repair progresses with 50% reduction at 50% repair done up to almost full reduction when the repair is near its end. You can therefore reallocate the character that is helping with the blocking of the leak somewhere else when the repair is nearing competition.
► Automatic leak blocking by sailors action is disabled in IC, as usual, you can send sailor to block some leak manually, but as it uses the sailors assigned to the officers,they sometimes abandon the leaking post and follow the officer. I dont like this and i will have to come with some different solution, maybe also to make the automatic blocking toggle-able.
Please report possible issues here: Bugs ans suggestions thread
► Added better icon for blow ballast by diesel action.
► Changed the exhaust volume used at blowing according to the real data, credits: TheEngineerGuy
► Reworked the mechanic how the officers interact with the diesel engine, now the officer operating engine can be switched to perform the ballast blowing but in such case the last two speed gears are locked. If you need full speed you need second mechanic to manage the blowing.
► Added some more debug info into buoyancy tooltip including the deck depth and depth steers rotation.
► Fixed diesel engine air consumption (just to work properly, putting it to realistic value will come later).
► Depth steering control at low depths was reworked, it is now possible to surface the boat dynamically just using the dive planes to have the opportunity to turn on the diesels. Having officer at depth steers greatly improves the performance and surfacing dynamic. The depth steer control is still vanilla code, I for now just worked around it to implement this and this might be changed in the future as I do not completely like everything, for example having the officer present immediately boosts the force the depth steers are pushing the boat by 2x.
Known issue is when you want to dynamically surface and set the depth to 1m, but then order to surface by blowing the ballast, the boat sinks back as the depth steers guys lave their place as the depth is set to 0m. This condition has to be changed.
► Reworked all of the ballast conditions and moved the blow ballast by diesels to the valves station, think of this like ImprovedBallastControl 2.0. Some changes are still to be done, like properly working valve watching guy, but it mostly works.
► If there is ongoing action at the valves, like blowing the ballast and you order for example crash dive, the ongoing action is cancelled immediately and the new action is started. This improves the emergency reactions.
► Blow ballast by diesel can be automatically triggered by setting the depth to 1m. The action will start as soon as the boat reaches the depth and the diesel engines are started. I will try to add separate button for this in the future.
► Sailors are staying at the dive planes controls during deck awash, this greatly improves the diving response.
► Fixed one hole still not allowing two characters, please let me know if you find some place where you cannot use two characters to block/repair.
► The dismantle for spare parts action is in the debug mode to support the testing of the point above, you can now dismantle almost everything including making hole in the hull. Please note that some things like depth meter, snorkel lever and reflector are not working with this action, because in fact they cannot be damaged (for now). This is known and normal and will likely cause some errors in the log.
► There is new device (Main pump) added, but this is not really functional for now, please ignore it for the time being :) Also cannot be disassembled.
The mod is currently in heavy development, so please consider this as open beta, but there is lot of effort to test the stuff, so there should not be anything game breaking. In any case contact me immediately if there is some major problem found so i can fix it. Fastest way is probably direct message on Uboat discord.
► Three new configuration options are added to the new activator in the stern torpedo room on the pile of crates next to the diesel air compressor. Officer must be selected to see them. Icon always shows the current setting, text shows what will happen when you click the icon.
► Automatic carrying of wounded, automatic leak blocking by sailors and hatch blocking by the pressure between the compartment can be configured for now. Settings are saved in the savegame and should be restored when you load your save. There will be more settings added in the future.
► Icons are still work in progress.
The mod is currently in heavy development, so please consider this as open beta, but there is lot of effort to test the stuff, so there should not be anything game breaking. In any case contact me immediately if there is some major problem found so i can fix it. Fastest way is probably direct message on Uboat discord.
► Sailors assigned to block the leaks manually sometimes abandon the leak if the officer to which they are assigned is give some other task. I have to rework this whole mechanic.
► Misbehaving valve watching sailor is also known issue.
► System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) UBOAT.Game.Scene.Tasks.AutoCarryWoundedToSafety.DoUpdate_Patch1(object)
at UBOAT.Game.Core.ExecutionQueue.RunTimedUpdates (DWS.Common.Collections.Heap`1[T] heap, System.Int64 ticks) [0x00009] in <1bbbdc8b35564336a3fb9372418aee75>:0
Looks like the energy resource where i attached my settings modifiers is gone when you go to the menu, its harmless, to be fixed.
► There is one bug I found with parts salvaging, I have made new action for salvage which requires 4 units of scrap, when you order mechanic to salvage manually, 4 scrap will be used to make one spare part. However when you have the salvaging in the crew priorities menu enabled, this will still pull out the original salvage action that only needs two parts from somewhere. I have not found yet how to prevent it, so enjoy cheaper spare parts in the meantime :)
►Valve watching sailor will only perform the flood and blow actions, for all other (more advanced) actions, officer is needed and the valve sailor will just watch so he can learn and hopefully do it himself one day when he will be promoted :)
► It looks like i also managed to get rid of that hung action queue blow or flood ballast action in the lower left corner, which was left there from time to time, after the sailor interacted with valves. This was bugging me from the very beginning of working on the IBC :) I think it could have happened in vanilla as well tho.
► Well, not quite, i have however found that when i disabled the IC it is happening as well. It seems to be related to game action queue itself, rather than to my actions. I have found that as soon you select any officer this action artifact disappears from the corner. It semms to be just an graphical glitch rather than any issue with the actions and it does not interfere with the ballast control in any way.
► Fix for the settings related exception in the main menu,
► There is one bug I found with parts salvaging, I have made new action for salvage which requires 4 units of scrap, when you order mechanic to salvage manually, 4 scrap will be used to make one spare part. However when you have the salvaging in the crew priorities menu enabled, this will still pull out the original salvage action that only needs two parts from somewhere. I have not found yet how to prevent it, so enjoy cheaper spare parts in the meantime :)