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
Ahem sorry. Got over excited there.
Hey, have fun! :)
This is the value for the F-class: Entity=F-Class;Initial=90;Production=0;Unlimited=1
What I don't understand is why the production value for this entity is zero - can you explain?
In this case, the initial value is 90, but without production, how is this not going to reach zero and still be available? I mean, why isn't 1 the new 0 in this case?
Why should unlimited get a value then?
It will never run out completely and I interpret the value 1 as one entity will remain at least. But if the initial value drops to 1 because 89 Destroyers have been assigned, then what?
- Will there still be at least one destroyer in any convoy?
- What if convoy destroyer count is higher then one (Destroyer (0, 0, 1))?
This should ensure there are a country will not run out of freighters (GB before US joins war) and as I see it will ensure at least one GB freighter "possible" for every convoy. There might still be convoys with only neutral freighters, but this would be less common and no longer a necesity.
My question is about the production value.
Yes, for testing purposes this is best.
No, it not a necesity but it might continue some bugs or even introduce new ones :-)
Your choice Kaleun!
1. Emitter effect settings?
2. Weather effects. In particular, rain and cloud settings/textures?
They don't need to be produced with Unlimited=1. Their internal count never drops to zero with this flag set to 1.
We are aware of this problem and working on a fix. It should be fixed in the next version hopefully.
1. Emitters can be replaced with custom prefabs.
2. I will expose more weather parameters soon to the data sheets.
Both things can be altered with scripts. I'm planning to provide some better scripting examples in the near future.
Hey nihilcat. Great work from you and your team!
I am stuck in the Nazaire mod. Everything works fine so far now, except: Objects which are not tagged "static" or similar. They are visible in the Editor, but dont show up in runtime (applies to prefabs and objects from fbx files). The game loads them, i can see them in the Inspector, but they are not rendered.
And for animated objects i need non static ones ;) This means no NPCs, nor locks, nor moving bridges. Do you have a quick idea what could be wrong? I guessed its something with the newer build.