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
LOL sorry, it's a mess in there.
If I remember, it's surprisingly simple. The navigation terminal outputs an X coordinate from -1 to 1, and a Y coordinate from -1 to 1. If you plug those two values into an arctan component (remember tangent is opposite/adjacent, so in this case Y/X), it will output an angle, and that angle can be plugged directly into the railgun.
In this case, I put the arctan output (angle) into a wifi component (channel 12) and the fire command into a wifi component (channel 13), but the wifi chips aren't needed.
any chance you could walk me through how that works so i can add the new railgun control to my pack?
ngl ive been scared of touching any of your wiring, your a fuckin rocket surgeon lol
I'm always afraid to mess with this thing again because I'm always afraid I'll have forgotten something vital about either how the sub works or how Barotrauma's editor works LOL. That said, that bug should be fixed. I believe the previous faked submarine, despite having no entrances, could under some circumstance take in water
I'll convert it to a permanent fixture of the sub tomorrow hopefully
I noticed another bug, which I can't fix myself as the sonar room isn't accessible in the editor.
The sonar terminal which controls the railgun is constantly taking damage from water, and NPCs try to put on diving suits before fixing it. Is there a reason that entire room is loaded as it's own 'shuttle'?
Do a little jpeg and change dimension
That's great to hear!! I've mostly fixed the ballast door issue (by simply lowering the buttons very slightly, oops LOL) and I added a 2-crate shelf to the Sweet Potato as a sort of halfway between dedicated storage and no storage at all. I think the Sweet Potato only having one suit locker is potentially funny though, so I've kept it at one for now hehe
The manual-loading sniper-railgun is one of the most fun features we've encountered, feels totally unique compared to standard turrets. It's extremely satisfying to use nuclear shells and watch the sonar-confetti when you land a long range shot.
That said, we noticed the left-side emergency ballast door is unreachable if you are standing in the bottom of the ballast. Since there's no ladder, it is very easy to trap yourself in the left side of the ballast with no way to reach the button.
I'd also like to suggest adding another suit locker to the Sweet Potato (to match the amount of chairs), and a storage device for minerals/loot collected from away missions would be a welcome addition. We tend to just dump everything in a crate we throw on the floor currently, which is less than ideal.