#W.I.P. Visual Propellers Boat - Looking for feedback

11 messages · Page 1 of 1 (latest)

gilded zephyr
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https://steamcommunity.com/sharedfiles/filedetails/?id=3748213961

Hello world! : D

About a year ago I made the Visual Propellers mod, but unfortunately no boat to go with it.

The devs recently confirmed that the last remaining bug for that mod will be fixed with the upcoming DLC/DLC companion update - so I finally went ahead and made the boat for it! : D

It has a few snazzy features, such as;

  • a reliable gravity plated top deck
  • gravity bumpers for quick and easy EVA's
  • Mark 1 Illuminators
  • externally manned guns and cannon
  • ammo elevators
  • a telescoping periscope
  • a UV lamp that burns and disinfects
  • a dynamically animated diveplane
  • a custom window next to which you can safely rest
  • a dynamically animated propeller with propwash(only inside atm)

-all of which I hope you'll enjoy, or fear as the case may be! (My crew's medic refuses to man the external guns due to fright!) xD

Thanks to @abstract sonnet, the steam workshop page has more gifs of the boat for your viewing pleasure.

If this has peaked your interest, hop on over there for a shiny new submarine.

lyric hamlet
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Thank you for making visual propellers. We love the look of it.

gilded zephyr
lunar prawn
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the door switches are a bit confusing, everything else is really good though.

gilded zephyr
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@lunar prawn Heya!
Thank you for trying my WIP mod! And thank you for the feedback : D

I agree with you. The door switches need more work in general.

Did you find them all confusing, or were there some that were worse than others?

lunar prawn
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It just feels like theyre placed weird. Also the medbay opening into the open seas scared me a bit lol. Id say the layout is confusing, but that's just a matter of getting used to the ship

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I'm really curious how you made the gravity deck, its cool

gilded zephyr
gilded zephyr
# lunar prawn It just feels like theyre placed weird. Also the medbay opening into the open se...

It just feels like theyre placed weird.

You're right about the door-switches placement being weird.

I chose to do it like that because of initial space requirements(ship should not be larger than Dugong).

That meant a lot of compromises, and the poor lightswitches have suffered for it! xD

In the next version all door-switches(except one) have been streamlined - so while it's still unorthodox, I think it should become intuitive as soon as the first one clicks.

Also the medbay opening into the open seas scared me a bit lol.

I also fear it. I feel uneasy being in that room. xD

Also, the medbay/surgery room opening up into the ocean is a relic from two failed experiments, which might come back in the T2 /T3 versions of the ship.

I had plans to delete the ocean facing doors, but the medic said it was nice in case of catastrophic husk infections. So I kept it.

Id say the layout is confusing, but that's just a matter of getting used to the ship

Makes sense, I've felt that every time the crew tries a new ship - but I think there is still room for improvement.

gilded zephyr
gilded zephyr
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Added a chonky update today.

Most of it is groundwork for future updates, but the rest is a good mixture of things:

  • removed all external mod dependencies since it bloated the ship file, and was requested by three people on the workshop.

  • active vents that are on fire for 5 seconds spread the fire to their linked counterparts; may need a bit of tuning, but otherwise functions almost exactly as I hoped it would.

  • added folder and made changes to allow localization; right now this only matters for the loading tips, but this will eventually lead to a proper reorganization of the project as a whole. Right now the project structure is almost completely flat with hardcoded item names. This is the first change away from those limitations.

  • added a few coloured loading tips for ship features due to @slate belfry help. Thank you Lukako!

  • made switch placement for doors consistent. @lunar prawn Thank you!

  • misc fixes to navalcannon including particle settings; should look better and fire faster.(Texture is still placeholder though, will probably add my own in next update)

  • made custom art and logic for system breakers; they're hidden for now, but will soon become a mainstay of the ship.

  • added a master switch to the O2 generator; if you are wise you will learn to love this simple addition. If you are wiser still your crewmates will thank you for utilizing it to save their hides. xD

  • fixed ammo elevator logic on shuttleside; when recalled from outside, the elevator got stuck 2/3 of the way down due to an off-by-one error. This has now been fixed.

  • made custom junctionbox texture and item per @abstract sonnet's headsup; the way I had it set up before hid the deterioration of the junctionboxes. Thank you Raavyn!

  • misc colour changes; changed the colour of downstairs lockers and the recessed blue parts on the outside of the ship.

gilded zephyr
lunar prawn
lunar prawn
gilded zephyr
gilded zephyr
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@lunar prawn Removed the test levers/button in the fore medbay. Fixed some depth issues on junction box labels, and replaced an outdated junctionbox.

lunar prawn