Concept art can be found for these other submarines. The original vehicle plans for Subnautica saw the player have access to two small subs, two medium-sized subs, and one or two large subs.Special Thanks to LSG for bringing these issues to my attention after showcasing this build. Corrected Engine Critical Failure not resetting when switching from emergency speed to all other speed modes. (You will still have to manually unlock and open the bay doors after docking one of two vehicles if both have been launched) Added safety sensors in docking bay to prevent doors closing if you try to launch both Seamoth and Prawn. Added buttons in lower docking bay to manually control doors if timers become bugged. Thanks.īecause Steam YouTube Player can be sketchy: I'll try to get all the links for the mods and scripts list ASAP. Opening that door will depressurize the compartment. There's no seal between the sub and the pod so if you're below 500m be quick. One button to eject the pod from the sub. One buttun to reopen the door if you need to get back in the sub. You may have to reset the hinge limits because they will reset once you start walking. Prawn Suit hotbar pages 3-8 has various controls for the arms. Once you find the one Gyroscope it's not using (override will stay off) set it's power to 20% and you are good to go. Select all 4 Gyros and deselect override while the AutLevel is running. If you've had to reset AutoLevel it may have bugged the Gyroscopes. The walk functions are also setup to work with W/S and for walk forward/reverse and jump. Note: don't forget to reset the AutoLevel if needed once you've launched. Then it's just a matter of activating the TB on the hotbar. The two buttons above them activate the hatch (mini hangar door) to get in. Trying to launch both will bug the timer automation. Meaning only one (Seamoth OR Prawn) should be launched at a time. Even though this sub is sized for a crew of 4 it's only setup for a single operator. Launching the Seamoth and Prawn Suit is automated and just needs to be activated once in the cockpit(s). Hotbar page 9 has manual controls for the up and down thrusters to ascend and dive. Hotbars 3+ have various subsystem controls which can also be found on button in the bridge. There is also one located in the engine room.Ħ- Emergency Speed WARNING! Don't run the engine too hard and overheat it!ħ- Fire/Detach Harpoon (this works as an Anchor) Notably the external hatch below the bridge and the fabricator.Īs for the rest there are signs throughout to warn you if needed.Īfter you've reset those PBs go to the bridge console on the port side and press the power on button. It doesn't happen often, but it does happen. Open the PB - AutoLevel "edit" tab for a second and exit back out. If you find yourself in the cockpit and the sub won't move. They are the AutoLevel & Shield Status scripts. The programmable blocks with these scripts can be found in a server closet behind the bridge on the port side. I'll post a screenshot with the list also.įirst and foremost, the are two scripts that need to be recompiled and run on each world load. After you load the world you can save and back out to the settings to find it. This is a World file so I don't have to link all the mods. There is also a Seamoth and Prawn Suit in the Docking Bay.Įverything has been carefully programmed to make it as close to the same functionality found in Subnautica. This one is much more accurate to the mod for the game. My first version was very inaccurate and loosely based some early drawings. This a complete ground up rebuild of the unused Altas Sub from Subnautica. PLEASE READ THE INSTRUCTIONS FOR THE BEST EXPERIENCE!
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