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Submarine should be listed white/no-dependency in the submarine picker now. Please let me know if what you reported is something else.
I've little experience with it, but I glanced in the sub editor and saw that "Auto-Operate" and "Allow Auto Operate with wiring" weren't enabled, but even with them turned on the turrets don't auto-operate.
Tested with Master + Individual switches turned on for each turret. Discharge works fine.
Thank you for the report. Iirc I had tested it working once but since I switched to the game's own mechanics for AO from Auto Operate Toggle Turretd mod, there is a high chance I dodn't rewire probably.
I'll check and update the submarine as soon as I can.
Found out I made an embarassing mistake and wired the levers to AO toggle, not set, so the turret AO would keep switching between on and off. That easily fixes the lasers.
Flak, however, proved to be a bit more elusive becasue it was considered to be inside the submarine by the game, so even if it tracked targets, it was thinking there was the submarine wall in between them (it would fire without problems on manual though).
Tested a few times with quickstart command and now all turret AOs should be working properly. Update is pushed to the workshop.;
Thx for your feedback.
I found another, easily fixed issue with the connected Glimmer drone.
There's a Light Component in the very centre of the drone that is currently set to hidden. It needs to be unhidden or it doesn't emit any light.
I believe the original author updated theirs recently to fix it, apparantly FakeFish pushed an update that broke it a bit ago.
Submarine is reuploaded with that light component's hidden toggle set to off and it seems the blue movement mode and red firing mode lights are back on.
The drone's name has been reverted to [ZS]GlimmerDrone from Solitude's[ZS]GlimmerDrone as I had to resave the drone with a different name, and the previous version is deleted, but there doesn't seem to be any filename problems on the workshop mod.