Barotrauma
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B-71(L) light-fortress
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330.164 KB
2020年9月23日 12時46分
2023年7月9日 8時19分
16 項目の変更履歴 ( 表示 )

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B-71(L) light-fortress

解説
Early production models of the B-71 refitted for the export market, the L version can be distinguished by a slightly shorter hull, a simplified turret layout, downgraded engines and the absence of the most advanced features to reduce the costs of maintenance of the ship and the training time of the crew.

Displacement 16.539 flat-tons
Max speed 21km/h
Max dive speed 13km/h
Armament:
- Coilgun x3
- Railgun x1
- Free emplacements x2

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This ship is based on the original B-71 Sub-Fortress simplified to be more AI friendly and easier of access to new players.
https://gtm.you1.cn/sharedfiles/filedetails/?id=2218605033
28 件のコメント
Lynx 2024年5月17日 13時45分 
i love this sub so much, have a few Awards.:spiffo:
StANP 2023年10月30日 3時38分 
Ah nvm. Just found out its a issue of mine for applying the mod during an existing campaign, something with the old id card not compatible with workshop sub (got this info from the Malachite creator). Still works if you start a new campaign though.
StANP 2023年10月29日 9時24分 
Really awsome sub, I kinda dig the bomber crew style to sub building since the Bronze Age. There's a problem though I can't open those locked (for roleplay) lockers in single player even when switching to the captain, captain's locker doesn't grant me access even with ID.
BlindBat 2023年7月9日 10時45分 
guess I don't need my fixed version anymore
BlindBat 2023年7月9日 10時45分 
Cool
FLX  [作成者] 2023年7月9日 8時20分 
It's fixed. Thanks for the feedback.
BlindBat 2023年7月8日 17時02分 
Bottom coil gun does not work. Can't interact with it sadly
BlindBat 2023年7月8日 16時52分 
Bot friendly?
Choo 2023年5月13日 12時40分 
So after reading a post from the developers regarding the details of the patch they planned to release (which did release recently) some of my issues may have been fixed. Next time I play with this sub I'll keep an eye out for an other potential issues with the bots
FLX  [作成者] 2023年5月13日 9時55分 
Yes I would need more precise information because I didn't spot any obvious problem with the waypoint placement.
I have moved some waypoints in the places where they got stuck for no apparent reason which solved some of the problems but I cannot explain why.

One thing that is not my responsability is the fact that AI cannot go around the blast doors. The game doesn't try to recalculate a path if a door is locked so they just headbang the door instead of going around.