Eva Solo Nordic Kastrull 2,0l

£9.9
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Eva Solo Nordic Kastrull 2,0l

Eva Solo Nordic Kastrull 2,0l

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Description

The table below lists default submarines and their base main characteristics; that is, before any upgrades are installed. At the top left, there is a panel listing the number of Items, Structures, Walls, Lights, and Shadow-casting lights in your edit. These numbers provide a general metric for the complexity of your file. The numbers will turn from green to red as they reach a level with significant (anticipated) performance impact. The 'Legacy' category contains legacy items that aren't officially supported, but remain in the editor to preserve compatibility with older creations.

The Command Room is placed at the top right corner of the Kastrull. There are two buttons located near the Navigation Terminal, respectively activating the top and bottom Electrical Discharge Coils. It contains a Navigation Terminal with buttons to shutdown the Nuclear Reactor, to launch the Decoy or the Depth Charge and toggle the Batteries, one Status Monitor linked to the Navigation Terminal, the room also contains one Supply Cabinets and one nuclear meltdown alarm and one door that leads to the Drone Control Room. With the submarine type "Outpost module" selected, the "Module type", "Allow attaching to", "Location types", "Gap positions", "Maximum count", and "Commonness" characteristics appear. These options allow you to define what type of module you have created, the types of other modules it may be connected to, which types of campaign map locations this module can be generated in, where the gaps in the hull of the module are (defining where other modules connect to this one), how many instances of this module can be generated at one outpost, and how likely this module is to be found in an outpost. There are a variety of ways to set up a bilge system, but they always require a pump connected to a power source. Except for large submarines, only one pump is usually required. Effective bilge systems usually have the following characteristics: Navigation Terminal • Sonar Monitor • Status Monitor • Sonar Transducer • Engine ( Large • Shuttle) • Pump ( Small)From memory, the guardians should be the same kind of thing as those found in ruins so you have to hit them on their round head which is their weakest / softest part. You can lure them away one at a time if you're a good pilot and sit somewhere such that your best weapon is on them all of the time, e.g. brace the sub against the ceiling or against a wall.

Fixed Kastrull and Typhon 2 using different id card tags than the rest of the vanilla sub ("idjob" instead of "id_job"). Grenade ( Stun) • Ahab's Spear • Coilgun Ammunition Box ( Explosive • Physicorium • Piercing) • Depth Charge Shell ( Decoy • Nuclear • Nuclear Decoy) • Harpoon ( Explosive • Physicorium) • Railgun Shell ( Nuclear • Physicorium) • Revolver Round • Shotgun Shell • SMG Magazine • Stun Gun Dart More advanced bilge systems may feature automated bilging, remote activation, connection to the ballast system and/or flood doors.

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You have components which actively consume power : these run at a power specification proportionate to their use. The engine consumes energy proportionately to how large of a throttle input the nav helm provides, the max being dependent on which engines and how many you use. The ballast pumps consume energy when they are pumping or draining water. This creates your dynamic grid load, which is the range by which your load demand may increase on top of the static load.

After an object has been placed, the user can select it and edit its properties. See items, and installations for more specific information.Navigation is usually done via a Navigation Terminal. The navigation terminal must be wired to send signals to the engine and ballast pumps to be effective.

The Top Floor contains three rooms, on the left side you can find the Junction Compartment with almost all junctions boxes of the sub, aswell as two Batteries and one Fire Extinguisher, on the middle is located the Command Room and on the right side you can find a small room with four Junction Boxes, two Supercapacitors and one Fire Extinguisher. The Oxygen Generator is on the far left, followed by the Reactor, the Junction Compartment, a basic Infirmary, and the two Coilguns' Periscopes and their respective Coilgun Loaders, notably sharing the ship's only Supercapacitor. This unusual setup means increasing the Supercapacitor's charge rate will be necessary to provide decent power to both Coilguns simultaneously, should the need arise. This section will go over the buttons and information on the top toolbar of the sub editor, from left to right. Generally the more batteries you utilize, the larger a buffer on spikes/drops you will have. However batteries themselves create load demand, so there is a bit of balancing/tuning required to balance your grid just right. I've found utilizing supercapacitors like a balancing battery can be useful as well for extreme spikes, but never just on their own, usually as a supplement to existing balance batteries. Those guardians managed to eliminate about 2/3 of my bot crew, their lasers went pretty much straight through the hull, bots died of multiple deep tissue injuries.

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The bottom floor of Dugong contains five rooms (Six if you consider part of the Engine Room), on the far left side is located one of the two ballasts, on the left side is located the reactor room, in the middle you can find the Junction Compartment, on the right is located the Oxygen Generator Room, on the far right side is located the second Ballast.



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