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翻訳の問題を報告
I think that's intentional since wheels don't rotate any blocks attached to them, so the only way to achieve that is by adding an animation to the block of it rotating (which one of the rims does), but that only works correctly if the wheel is spinning at a specific speed
Did you happen to have more mechanical attached to it? it's known that having multiple mechanical blocks attached to each other causes wobble since they aren't perfectly rigid. Blueprints are better than text in this cases (since the devs can load it with a debugger attached to see what's causing it)
That's a known bug, the game is divided in 2 processes, a server and a client (both in your pc if you are playing singleplayer), the problem is caused by the slight desynchronization between the two of them, however the rotation should be very slow which in most cases it shouldn't make a difference
That's intentional, when controlling them with keybind you can just flip it/change the keybinds, but there are sometimes when controlling them with logic (specially with servos and when controlling multiple of them at once) where changing the speed to a negative number is the easiest and most compact way to do something (the other way would require an extra logic gate with -1 output value)
That's just how physics work, if the center of bouyancy is not directly above the of the center of mass it will rotate the vehicle untill the center of mass is directly below the center of rotation, the reason why it doesn't happen on the surface is simply because as the vehicle rotates the side which is rising gets out of the water, which reduces its bouyancy and eventually reachs a point of equilibrium (all of this also happens irl)
Again, blueprints are better than text, the default submarine for stranded in space for example doesn't have this problem (i tested it). You can also reduce the speed of bouyancy control devices using the timers, just set the active time to 0.02 and inactive time to x, the higher x is the slower it will be, that should fix the problem. I also just tested it and the few amount of steps you have noticed is probably due to you sending it long pulses (if you are using keybinds to controll it it's hard to press the keybind for a really short amount of time), in my test i have sent 1 frame long pulses (aproximatelly 0.02s) to it which is the shortest length a pulse can have and it has up to 60 different steps in bouyancy
They do work while underwater, although they work a bit differently than on the air, basically they work the same but the backwards aerodynamics also affect forwards speed (which doesn't happen on the air)
I think that's intentional and it was in fact the way to make boats before bouyancy blocks were a thing, i have seen people make underwater cars without that problem though
What do you mean? Hoverpads only hover slightly above the ground/lava and on water if moving faster than a specific speed, so if you were trying to hover in the air that's probably why it didn't work
All thrusters and blocks that allow air travel should be available on stranded in space, this are the locations if you can't find them: propeller is in an underwater cave at the south of the volcano island, mini thruster is on top of some rocks in one of the pine islands (there is a path to reach it with a car), raw thruster is on top of a pilar at the east in the volcano island (can be reached by jumping from a close platform which has a ckeckpoint), dragon thruster is inside the volcano. Mechanical blocks also should be available and you can make propellers with them
As for hoverpads... actually, on ground, they hover no matter what speed you're going. You can turn very slightly with them but cannot move forward or backward without some sort of thruster that I have been unable to locate anywhere. Actually, i did find a thruster, but it points downward no matter what you try to do with it which is useless to me.
Yes, wheels have buoyancy which isn't the real problem. The problem is keeping them upright without floating without using so much extra weight that they can only crawl extremely slowly.
if backwards aerodynamics affects the vehicle under the water, having a note about that somewhere in the game would be great. Aerodynamic visualization does not indicate this in the slightest.
Also note: the default submarine in this game mode IS what I tested all buoyancy issues with. I modified it after initial testing to see if I could balance it out. I am not alone in reporting this either. There are posts here that complain about the submarine behavior. Trying to keep things level and controlled can be a real pain in the rear because it never settles down in a stable orientation. it's always either rotating upwards or downwards. Upon thrusting forward that gets offset by at least three button presses on the action key to get it somewhat stable. You speak of timers, which are not something I can use because scouring the map for things to gather has not shown anything advanced like like. The most common finds on the map are power cores and structural parts. Even when I thought I found something rare and useful, it was a box spawner. A box spawner is not useful in this game mode.
However, I did not exhaust every possibility on my plate. Again, these are observations from a regular, semi-casual player level.
all of the thrusters should be on stranded in space, you can check my last comment to see the locations of them if you can't find them
all blocks which can be activated have built in timers, there is no dedicated timer block. You might not have seen it due to not having toggled on the advanced menu setting when in the config menu of a block though
Also, it would be super nice if I could set a throttle for the propeller. it's either on when button is pressed, or toggle. No options for running at half so I can actually land on the floating platforms without being killed every single time.
That can already be made with logic, output value modifies the power in thrusters/propellers, if you go to my workshop i have a testbed of a thruster gearbox that allows up to 10 power levels (although it can be expanded/reduced to any amount)
I'm not requiring anyone to fix my craft. I see tons of posts about people having their planes twisting in the air, or constantly rotating the wrong way. I'm experimenting to find the cause.. that's all.
As for logic... are we not paying attention to the flow of this thread? I'm in the campaign map! If I had alt those things, I wouldn't need to fly. They're all stuck up on floating islands you need to fly to. I have yet to achieve landing on any of them without my vehicle spontaneously exploding. If I could build anything I wanted in this game mode, then your workshop might be the answer to me problems if I didn't want to figure out what the core problem is. This isn't about getting me through the game as quickly as possible, you know.
This is why I posted on a bug reporting forum. I'm simply trying to provide some feedback. I don't need a quick fix put together for me.
Also... Discord? pfft... I tried using that once. The thing is so disorganized I couldn't even find a simple channel that I was given the name of specifically. It really needs to be reworked for usability.
I told you how it can be done because you said it would be nice to have a way to throttle the power of a block, as a general rule if it's already possible it's really unlikely to be added by the devs (quote from one of the devs on the discord from a few months ago: "I know when we’re thinking about new blocks internally we question if it’s something you can already make with existing parts and if so what’s the benefit of making it in that case?"), if you don't have the logic gates then you can't do it, but not having unlocked all blocks is not a good reason to ask for something which can be done with said blocks imho
It already has 3 categories (general, community creations and feedback) and each category has channels for its respective topic (general has channels such as #general and #off-topic, community creations has #gifs-and-screenshots, #blueprints and #vehicle-discussion, and feedback has #bug-reports and the feature discussion and suggestion channels)