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I sadly don't have an idea. Maybe Barotrauma Discord can help you.
You have any idea why this happens?
I will look into those issues then. Buoyancy can be adjusted, speed and damage is also no problem. But I don't know if it's possible to reduce the agility. Seeking torpedoes are basically creatures. It's generally not too easy to balance everything with those torpedos.
Normal mines are basically thought to be anti-sub. I don't know how well the beacon variant might work vs creatures. If I've find the time, I can make homing mines.
Little feedback:
The torpedos might be a little too agile and fast. I'm not sure if it's even possible to shoot them down (I noticed a healthbar) but if it is, the speed at which they come hurtling at you makes it very hard. I tried for a while ;). Them being able to turn around and go the other way near instantly is probably a little too agile too.
I also noticed that the torpedo explosion doesn't produce a sound for me.
(Playtested on the most recent version)
Many thanks for this cool mod and I hope you'll pick it back up again in the future!
I love your mod but the damn unguided ones just don't work and its a deal breaker. Also the homing ones are over tuned and need nerf to seeking ability. Your torpedo's are not buoyant.
I recommend you talk to the author of "Portable torpedo". That mod has very similar torpedo's but theirs don't actually sink when fired. The author of that mod did something right.
Tested your mod. Love it. Just one problem. Having the same problem where unguided torps drop and do not have neutral buoyancy.
Also some kind of homing mine would be lovely. With an activation time to give you plenty of time to get away of course. The explosive mines seem to have little utility against other monsters but I see how they could be useful against other subs if deployed in a good spread which I have an idea for a minelayer type sub for that.
I updated some stuff.
Non guided torpedoes will pass through the target without collision, and guided torpedoes will not explode after impact. Could you please fix it?
I wonder if they have nuclear torpedoes yet.
The torpedo rooms in my akula sub are a relict from times when I tried to make torpedos based on shuttles. But I like the idea of having a little coordination going on between the crew to fire a torpedo. And it adds some immersion for me. So I adapted those rooms for my new method and kept them.
My personal submarine built that is using the "mine torpedo" mod with semi-realistic torpedo room and launching warning system.
https://steamcommunity.com/sharedfiles/filedetails/?id=2533892219
I've made some modifications to your life - buster. It has solved the issues. I set seeing and hearing range to 7 each, comparable to endworm detection. I set all monster detection range to 9000. I added charybdis and endworm as targets too. I modified the attack of the head limb, so the attack range is up from 50 to 150, and attack delay down to 0.1. I removed "avoid abyss" behavior too.
It has solved all the problems, since the state where the torp goes upward only activates if there are no monsters anywhere. I'd like to add it in a ship component tweak mod (i'll directly credit ur mod then), but we can also just roll it into your eventual update?
I was wondering if it has something to do with the torpedo "monster" having a preferred depth range? Like the charybdis moving down to abyss depth immediately, if you spawn it in non-crush-depths and it doesn't have a target/ even ignores targets sometimes if the target is at too low a depth?
I've done some more testing, and as far as I can tell, I need to roll back some of my comments. I think the efficiency problem is actually that the torpedo "monster" doesn't activate quick enough, while the torpedo being a bit too fast to begin with.
The scenario was a "terminate Hammerhead" mission. In sub editor testing under perfect circumstances, the torpedo tracks and annihilates the hammerhead just fine, before it notices the sub visually or thru sonar pings. (continues)
I'm aware of the problem with the torpedo going upwards after it's activated. Might think about solving that again. What happen's is that a guided torpedo is an item until a short time after you fired it. Then it's deleted and a torpedo creature is spawned instead. And somehow a creature decides to go straight upwards if there isn't a valid target in it's sensory range.
The unguided ones stays an item all the time and should move straight in the line you fired it.
I didn't want the torpedos to be fired across the whole map but 200m is too little. Wanted around 300-400m.
tl:dr I will have a look into making the guided torps go straight longer. But will need some time to do so.
I finally got some time for this mod and found some problems with the sub-buster torpedo which unintentionally does not seem to target wrecks and ruins. I hope to find a solution and can fix this. In addition I will soon add unguided torpedoes with a slot for smallitems e.g. explosives like the depth charge.
UNHUNT is correct. Sub-busters target primarily and farthest sonar and decoys. But they also target structures like hulls. It is meant to be really dangerous to fire them without an enemy target.
But I will give your input some thought and do some more testing when I find the time to do so.
Thanks for your input.
@Cop Named Tim: Would be honored!
Torpedoes move too fast for my liking.
Also even silent running makes them go for your ship if no other is around.
Guess there is only so much you can do at the moment with hacking them up as monsters going for hull.