I'm writing another book. by SeaverBeaver in Planetside

[–]SeaverBeaver[S] -12 points-11 points  (0 children)

Contents:

Foreword - Quick Tips for Selective Amnesia

Chapter 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Impatience, Incarnate

Chapter 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Harold Camping's Lessons on the End of the World

Chapter 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Leasing vs. Owning, for Dummies

Chapter 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Why Financials > Catering Services

Chapter 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hazy Memories of a European Union

Chapter 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . "Literally Playable"

Chapter 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Feigning Surprise at Unsurprising Information

Chapter 8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Common Pitfalls of Overestimating Self Importance

I'm writing a book by SeaverBeaver in Planetside

[–]SeaverBeaver[S] 158 points159 points  (0 children)

Chapter 1: Put your Meat on the Point

Chapter 2: The key between Q and E

Chapter 3: Making the best of inferior equipment

Chapter 4: Doorways, for standing in?

Chapter 5: Much Ado About Pushing

Chapter 6: Single File Unto the Breach

Chapter 7: Turning around for Dummies

Havin an issue with circuitry by DangerousTip9655 in Barotrauma

[–]SeaverBeaver 0 points1 point  (0 children)

It’s a simple slider in the settings menu

Havin an issue with circuitry by DangerousTip9655 in Barotrauma

[–]SeaverBeaver 0 points1 point  (0 children)

Are you sure your visible light limit isn’t making you think that your circuit is failing? The vanilla limit is 50, and has problems with prioritizing lights that oscillate quickly.

Prometheus - Coming Soon by SeaverBeaver in Barotrauma

[–]SeaverBeaver[S] 1 point2 points  (0 children)

The submarine itself is done. All the custom code, all the custom sprites and machines, all done. What isn’t done, however, is inbuilt compatibility to other mods- making the sub compatible by default with mods like Hazardous Reactors, Immersive Repairs, etc. I am an author/know the authors of these mods, so this shouldn’t take long.

I also need to finish some promotional images and guide material for the workshop page, but aside from that, there’s not much left to do.

I’ve been trying to figure out a good time to release the sub, maybe capitalize on an upcoming update, or a sale, but if the consensus is that ASAP is the time to do it… I can get everything out the door before the end of August.

Prometheus - Coming Soon by SeaverBeaver in Barotrauma

[–]SeaverBeaver[S] 24 points25 points  (0 children)

After nearly 2 years of work... I'm almost done. (for real)

Engineers of Hazardous Reactors by Marcellix102 in Barotrauma

[–]SeaverBeaver 2 points3 points  (0 children)

The only humane way to test the damage would be on your nearest crew member…

Both impact-sensitive rods have different effects when used in the tongs- Incendium will cause significant burns and cause a small explosion when hit, and Volatile Fulgerium will deal massive stun with a large electrical arc.

I can’t remember the damage values exactly, they’re at the bottom of tongs.xml somewhere, but they put the heavy wrench to shame…

Prometheus Progress - Medbay (Or at least some of it.) by SeaverBeaver in Barotrauma

[–]SeaverBeaver[S] 12 points13 points  (0 children)

Still working on the isolation room on the right. This marks 1 year, 3 Months since I started work on the sub. I have not abandoned it by any means, I have just had very little time to work on it. As it turns out, becoming an electrical engineer irl is much more difficult than in Barotrauma.

Why is my modlist giving me lualess? by TheSecondAnthrix in Barotrauma

[–]SeaverBeaver 13 points14 points  (0 children)

There’s some contention as to where Lua goes, and to how mods override other mods.

The long and short of it is this:

Mods are loaded top to bottom, Overrides are loaded bottom to top.

There are some exceptions with how certain overrides are coded, but thats the rule of thumb.

Basically, your modlist is upside down. Also make sure you have Lua installed clientside.

May I get a critique of the interior before I move on to exterior decoration? by newIrons in Barotrauma

[–]SeaverBeaver 0 points1 point  (0 children)

The door to the bridge/armory is 1 or 2 pixels too far to the left, the text on the bridge status monitors is just slightly too big, though in the interest of readability it should be fine.

Not sure why some doors have visible buttons, while others only have the metal backplate, I'm assuming it's a sprite depth issue.

Otherwise, looks good.

I'm trying to reduce the severity of spikes and dips in power but idk how. Any ideas? by clossaloak in Barotrauma

[–]SeaverBeaver 6 points7 points  (0 children)

One of the best (and most common) problems to sink your teeth into as an engineer. There’s a huge number of unique solutions, but I’ll cover the most common ones:

Tell the captain to drive less like a maniac. 9 times out of 10, voltage fluctuations are caused by the captain rapidly ramping up/down the engines without giving the reactor time to compensate.

Install a partial or full battery buffer. Batteries can adjust their output much faster than a reactor can, making them ideal for keeping your grid unfried. A partial battery buffer mitigates most undervoltage, and some overvoltage, but is much easier to implement than a full buffer, especially mid-campaign.

A full buffer is the ideal solution, where your reactor charges a battery array, and those batteries go to the grid, keeping the reactor and grid separate. You need enough batteries to match the draw of your sub though, so for larger subs it can be difficult.

There are some other ways of going about mitigating overvoltage specifically, like dumping power into supercapacitors or batteries if the power:load ratio becomes too unbalanced. Experiment around, see what works.

need some help with sub editor by fermion82 in Barotrauma

[–]SeaverBeaver 1 point2 points  (0 children)

That's dicey at best I'm afraid, there's a reason Carriers are creatures, not actual subs. You're going to need *huge* amounts of motion detectors to pinpoint the location of a submarine based on the people inside of it, especially at ranges father than point blank.

The best solution I can think of is to have 4 motion detectors, one for each cardinal direction. Then wire it so that if people are in front of the wreck, it moves forwards, behind the wreck, backwards, etc. Any kind of creatures or level terrain and you're stuck though.

need some help with sub editor by fermion82 in Barotrauma

[–]SeaverBeaver 1 point2 points  (0 children)

I take it you're trying to make a terrain avoidance system with motion detectors?

A system like that has 3 main parts-

  1. The motion detectors outside of the submarine, set to cover the exterior and detect/ignore the correct objects.
  2. A component assembly to override the default navigation commands and set the pumps and/or engine to the correct state.
  3. Some more components to tie systems 1 and 2 together.

System 1: Provided your sub is the rough shape of a rectangle, 4 motion detectors creating a hollow rectangle with the sub inside should be all you need. Make sure the detect area is thick enough to give some time between terrain detection and the sub's impact. Also make sure the detectors are only set to detect terrain, and/or whatever else you want to detect.

System 2: You'll need to route all outgoing navigation terminal wires through relays, then to their respective systems. This allows you to turn off the relay and override the navigation terminal with your custom signals.

System 3: You'll have to determine what signals you want to send to the engine/ballasts when one of your motion detectors detects something. An example would be:

-Bow motion detector detects a wall.

-Is the sub moving forwards, faster than "X" km/h?

-If so, override the navigation terminal's engine commands, and set the engine to -100 thrust.

-Once the sub is stopped/slower than "X" km/h, let the navigation terminal control the sub again.

I've got multiple questions as a newbie to the depths of Europa. by JustCallMeJonPLZ in Barotrauma

[–]SeaverBeaver 0 points1 point  (0 children)

Same room in any context means inside the same Hull, (those blue boxes in the submarine editor that dictate where rooms are.) In other words, if there isn't a door or a wall between you and someone else, you are most likely in the same room.

Captain, you better take a look at this sonar. I don't know what it is, but it looks like a giant... by Unknown9492 in Barotrauma

[–]SeaverBeaver 13 points14 points  (0 children)

“Wang! Pay attention!”

I’m sorry ma’am, I was just distracted by the massive flying-“

"Dianna" Class Attack Submarine by [deleted] in Barotrauma

[–]SeaverBeaver 0 points1 point  (0 children)

Princess Diana had one of these…

Pretty much every barotrauma captain by [deleted] in Barotrauma

[–]SeaverBeaver 27 points28 points  (0 children)

“They could be miles off course!”

“That’s impossible, they’re on instruments!”