![]() ![]() Adding modules decreases total speed to a fixed percentage. For reference, the Seatruck travels at 9.18 m/s with no modules and the |player swims at about 5.9 m/s. Originally posted by Volrishan:Max speeds with and without horsepower upgrade. the cyclops which had a great deal more storage and you could truly turn it into a mobile base with food growing, place to sleep, ect was faster than this seatruck espically if you add extra modules to it since the storage module is nothing but a bad joke in terms of extra inventory space. The Seaglide occupies six slots in the player's inventory. It can be crafted by using the Fabricator. The Seaglide is a handheld deployable vehicle which increases the user's top speed when held. Speed Setting / Energy Consumption Rate (Units/Min) / Velocity (Meters/Sec) / Efficiency (Meters/Unit)Īhead Slow / 9 units/min / 7 m/sec / 45 m/unitĪhead Standard / 20 units/min / 9 m/sec / 27 m/unitĪhead Flank / 40 units/min / 12 m/sec / 16 m/unit It boasts an omnidirectional propulsion system that allows for lateral and vertical movement that gradually increases to a maximum of 11.25 m/s in any single direction. ![]() For example, a depth of 276m would have a depth multiplier of x1.176.The Seamoth is a small, versatile one-person submersible capable of sustained high-speed travel over considerable distances. Please note that the depth multiplier changes every meter, not just at the increments in the table. What this actually means: Every meter after 100 will add 0.001 to the depth multiplier. Anything between 0 and 100 meters does not affect the depth multiplier.Positive changes to Hull Integrity do not vary by depth: a foundation will always give +2.0 Hull Integrity no matter how deep it is built.Negative changes are multiplied by the depth multiplier: a window that is built with a x1.5 depth multiplier will give -1.5 Hull Integrity (instead of -1.0).The game rounds the displayed number up to -1.3, but it is functionally -1.25Īs you build deeper underwater, negative influences on Hull Integrity are multiplied. Here is a list of current modules and their base changes (x1.0 depth multiplier): Hull Integrity is disabled in Creative Mode.Įach module of a seabase affects its hull integrity. Breaches must be repaired with the Repair Tool. A closed bulkhead between modules will keep the flooded area sealed off, but as more breaches will appear randomly over the entire seabase, the only mitigation is to raise the hull integrity above zero. Once the seabase's hull integrity reaches zero, hull breaches will appear randomly, and the modules will start to flood. If the player builds another I Compartment in parallel to the first one (near enough to it), it will be part of the same seabase and further reduce its hull integrity by -1 to a total of 7. The hull integrity is only displayed when adding a module to, or removing a module from the seabase.Įxample: a seabase at a depth between 0 and 100m, constituted out of one I Compartment and one hatch has a hull integrity of 8 (10 - 1 - 1). Modules located above sea level are exempt from the hull integrity system: modules will not subtract from integrity, and reinforcements will not add to it. Additionally, there is a Depth Multiplier. Each module that is part of the seabase adds or subtracts to this base value. Hull Integrity is a feature inherent to a Seabase.Īn arbitrary number of habitable modules directly connected to each other constitute one Seabase.Ī Seabase always has a base integrity of 10. ![]()
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