If that does not help, please post the contents of your [Subnautica Install Dir]\BepInEx\LogOutput.log file in the bug section. Thank you for slightly reducing my workload
I really loved this vehicle. Thanks! I have translated it to Russian, here it goes: Russian translation
The https://www.nexusmods.com/subnautica/mods/2227 is incomplete and besides it looks like mostly machine translated. Also my version has similar style of the official vanilla translation.
And I did let myself to add one final line to "encyclopedia", the way it's done for some other vehicles. In English, it would be something like this: "Echelon: Why run when the predator is you?" Probably you'll want to add it to English version too ;)
Also, I painted by base Echelon Black and it looks black in the Moonpool, but silver everywhere else in the water. Stripe works as intended. Small, tiny thing though. Still the best vehicle imo. edit: NVM found the uniform shininess setting... this... is perfect
There are a number of problems with the moonpool, one of which being that the VF mod does something to the lighting and materials in an unsuccessful attempt to compensate for the dark lighting in there. The Echelon self-repairs its materials after undocking, but only then since I wasn't sure when exactly this happens. I'm afraid you'll have to cope with the moonpool being weird for the time being.
I experimented with fixing materials when docking and that worked so well, I put that in the newest version (1.3.6). So now the odd materials in the Moonpool are replaced with what they really look like, albeit darker because the Moonpool is not well lit internally. Still better
What a awesome mod. It makes maybe the game a bit too easy but it is really great. Only thing i dont like much is that when exiting, we spawn at the rear of the echelon and not infront or on top.
That prevents the sub from killing you when you're moving a tad too fast and then hitting exit . I've seen a mod do this and adapted it. A bit weird at rest but it prolly saved me a couple times already.
Hi, your mod is just great, I would like to know if you have any ideas on replacing torpedoes with a type of energy weapon? I wish you success in everything)
Actually yeah. I don't like how those torpedoes behave and having a second set of weapon levels is possible. At this point my primary ideas are 1) Laserdrones that just float around the sub and can shoot any direction you look or 2) a railgun that shoots out the nose with some tolerance but won't fire at anything behind because, well, railgun
Hi, the railgun is awesome, thanks a lot, however, at least I had a problem painting the Echelon. I can't repaint it as shown in screenshot №15 (only the side stripes and the edge of the engines are repainted), and my other plugins don't affect this. Do you have any idea why this is happening?
Alright, I seem to have fixed it in v1.3.3. Please give that a try. Please note though that the screenshot up top was taken before I had added shininess to materials. So if you set the same colors as that now, you'll get shiny black and matte white. It looks a bit different. I don't know how to customize shininess.
it's a pity that "black" is no longer one( . But a new bug has appeared that changes the coloring on its own during attachment to the moonpool. Anyway, thank you for your hard work
Hah, if only. I've been fighting the moonpool color reset from the day I added color customization. I have no idea what's going on with that, but it rarely picks up on the vehicle's current colors. Most of the time, it goes to black. I've tried to find workarounds but they never worked well. I basically don't dock these days. Set color once, undock, stay undocked.
Alright, I experimented a bit more with it and found a _somewhat_ working solution. The sliders will still (usually) revert to all black when docking but the sub's colors should no longer be affected. Technically speaking, the sub will refuse setting any color to total black if it was ever set to any other color. Visually this should not matter because any visually indistinguishable almost-black color will be accepted. You should not even notice the change because of how the sliders are positioned. I also added global options to enforce a uniform shininess and set that shininess to any value you like. Note that this will apply to every Echelon you may have anywhere. I still do not know how to allow setting that per Echelon. Maybe the interior color which isn't used?
Honestly, I don't know why in this game needs more than one Echelon or if it even needs the ability to customize each one individually, but I really appreciate the shininess adjustment feature
Not likely. For the Cyclops it's plain too large and the Beluga guys aren't much interested in implementing special handling, though they do plan to make it larger. Maybe then. Meanwhile I'm trying to develop my own carrier but that takes much more time than I feared.
I'm exploring that possibility. And by exploring, I mean I explained the issue to the author of VF and hope they'll fix it eventually. I'm lazy like that
I feel like this is something they should do, not me. I have no plans to add arms to the Echelon but the vehicle framework does support it. I'm sure someone can hack this in. God, would that look awful. How would you even control this?
That is very tricky for the following reasons: 1) the Echelon is actually too small where it counts. I initially had a problem with the seated character sticking out places. That was not pretty. A normal cockpit orientation appears to consume more vertical space than the current hull shape permits. 2) The camera is based on full directional freedom and a fly-by-wire system. The first-person camera was a stretch but a cockpit would seriously mess with this. If Subnautica supported full off-screen-rendering, I could whip up some fancy hybrid with a screen, but that did not work out when I tried it initially. 3) The Echelon has passed the point where serious modifications like that make sense anymore. The amount of work involved with modelling a cockpit, defining bone positions and animations, and debugging that mess to work everywhere is somewhat inappropriate at this point.
So, while I changed my mind on several suggestions before, this, I fear, is several steps too far.
1) you can equip both one torpedo module and one railgun module and switch via quickbar. If you equip only one, it'll automatically select that one if you try to fire. 2) Yes, it charges exactly like that
196 comments
- Vehicle Framework (min 1.7.0)
- Nautilus (min 1.0.0-pre.36)
- Tobey's BepInEx Pack for Subnautica (min 5.4.23-payload.2.3.0)
If that does not help, please post the contents of your [Subnautica Install Dir]\BepInEx\LogOutput.log file in the bug section. Thank you for slightly reducing my workloadI really loved this vehicle. Thanks! I have translated it to Russian, here it goes:
Russian translation
The https://www.nexusmods.com/subnautica/mods/2227 is incomplete and besides it looks like mostly machine translated. Also my version has similar style of the official vanilla translation.
And I did let myself to add one final line to "encyclopedia", the way it's done for some other vehicles. In English, it would be something like this:
"Echelon: Why run when the predator is you?"
Probably you'll want to add it to English version too ;)
--
Marstem
1) the Echelon is actually too small where it counts. I initially had a problem with the seated character sticking out places. That was not pretty. A normal cockpit orientation appears to consume more vertical space than the current hull shape permits.
2) The camera is based on full directional freedom and a fly-by-wire system. The first-person camera was a stretch but a cockpit would seriously mess with this. If Subnautica supported full off-screen-rendering, I could whip up some fancy hybrid with a screen, but that did not work out when I tried it initially.
3) The Echelon has passed the point where serious modifications like that make sense anymore. The amount of work involved with modelling a cockpit, defining bone positions and animations, and debugging that mess to work everywhere is somewhat inappropriate at this point.
So, while I changed my mind on several suggestions before, this, I fear, is several steps too far.
how do i get the upgrades??
It should be right next to the regular fabricator in the builder menu
I've only checked the Railgun on the page of this mod and I have a couple questions about it before I update.
Does it work in tandem with the torpedoes? (Can you use the Railgun and the Torpedoes together?)
Do you have to charge it up to fire? Like (beeeeeeeee BOOM)
Can't wait for Archon!
2) Yes, it charges exactly like that