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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.