Barotrauma

Barotrauma

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Vengeance Mk. III
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File Size
Posted
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1.651 MB
6 Jun, 2020 @ 11:22am
27 Jul, 2024 @ 5:45am
174 Change Notes ( view )

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Vengeance Mk. III

In 1 collection by JAD War Machine
My Creations
4 items
Description
Vengeance Mk. III

If you're having stability issues with the Mk. III please use the Mk. II variant that is included. Also getting the mod Performance Fix can help too. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2701251094

The Vengeance was built from the ground up for combat. State of the art and fresh out of the shipyard. She is well armed and has few blind spots. She features 5 Coil guns, 2 Rail guns, 2 Depthcharge launchers and a minisub. She also features a self-destruct system and a unique Brig that has an elaborate prisoner execution system for killing your AI crew or griefers in public games. The Brig can also function as an auxiliary ballast with its prisoner still locked inside. Now you can drag those guys down from the outpost that just tried to rob you and show them some Vengeance. Have fun.


Role: Attack
Price: 18,000 Mk
Recommended Crew Size: 6-10
Vessel Strength: High
Vessel Maintenance: Moderate
Recommended Difficulty: High
Recommended Crew Experience: Any (Having a experienced Captain is important to understand all the Vengeance systems.)

Notable Features:
  • Low Power Mode for parked idling which only runs power to lights, ballast and key pumps. Low Power Mode Smart oxygen system that stays off unless oxygen levels are low.
  • Internal coil gun to deal with intruders.
  • Large grow room for plants.
  • Mineral scanners on gunnery sonar terminals.
  • Trash chute to remove junk items from the sub.
  • Medical Officers Office.
  • Brig with a function to execute prisoners.
  • Automatic drainage hatches.
  • Lock Down mode and blast doors.
  • Variable security locks on Armory, Engineering and Med bay. (READ the paragraph at the very bottom of this description for more details on this feature)
  • Self-destruct mode that has a settable password.
  • Shuttle that can be controlled form 3 different points.
  • Cameras in key areas that can be viewed from the Bridge, Armory and through lockable access in the Medical Office.
  • Spot Lights
  • All items bought at outposts, their boxes will spawn in the Armory.
  • Lounge and Crew Quarters
  • Custom IDs in the safe in the Captain's crew quarters. The Green ID grants Captain Level access and the Red ID grants access to EVERYTHING but Captain access. Blue ID is for a Chief Medical officer. It gives access to the medical office and access to everything in the Medbay while being a lower access level than Green or Red ID.
  • Almost all buttons in the Vengeance have a description. Hover your cursor over the buttons to see the pop up to tell you what it does (Some mods can break this feature. Sounds of Europa is known to do this).

Variant Specifications:

Vengeance Mk. III

Includes a crew quarters and shuttle.

Vengeance Mk. II

Brought this back for more stability. The Mk. II is equal to the Mk. IIIn in security and balance. Mk. II is much easier on weak machines than the Mk. III. The shuttle and the deck that the Mk. III added are deleted resulting in far less objects.

(Mk. IIIn and IIIcn temporally removed)

Additional Information:

  • In the safe in the Bridge there are 3 logs that will give detailed info on the functionality of all systems in the Vengeance.

  • The Vengeance Mk. III was designed for public games rather than solo play which is why the standard version of the Vengeance is on the OP side of things.

  • The Vengeance has a lock down mode over critical compartments such as Med bay, Armory, Engineering, etc. The blast doors start in an open state at the start of a match. If for some reason they are closed, the Captain must open them from the Bridge or the person in the room must open it. If a flashing blue light is over the Blast door, that means that lock down mode is engaged and room control is disabled. The only way they can be opened under lock down mode is by the Captain from the Bridge or with a plasma cutter. Crowbars do not work on the high security doors.

  • The variable locking system works injunction with the Red IDs in the Captain's safe in the Captain's quarters. On the Armory, Medbay and Engineering doors you will see a few buttons. A normal looking button that has a red or green light, and a blue button. The normal button with red or green light is general access. If the light on that button is red that means that only the blue button above will work and that blue button is keyed ONLY to the Captain/Green ID and Red ID cards. This is great for public games for locking greifer Security guards out of the Armory or the Medbay. On the Medbay, the Blue button is keyed to Captain, Red ID, Blue ID and Medics. On the Blue button for the Engineering door, it is keyed to Captain, Red ID and Engineers. The blue button on the Armory is keyed only to the Captain and the Red ID. All of these locks are engaged from the Bridge.


Other subs I have created: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2202625304
Popular Discussions View All (1)
4
1
20 Jul @ 11:01am
The Mk IV is coming...
JAD War Machine
550 Comments
JAD War Machine  [author] 11 Nov, 2024 @ 8:54am 
@Demented protogen, we love you too <3
Spearmaster cultist Arachnoid 9 Nov, 2024 @ 3:43am 
I love this game and the community behind it.
I Swear to drunk I'm not God 20 Sep, 2024 @ 9:31am 
Thanks for acknowledging it @JAD :)
Glad you are working on this, I'll see if my team wants to move to MK2 as we are already using the performance fix
JAD War Machine  [author] 19 Sep, 2024 @ 4:18pm 
@I Swear to drunk I'm not God, I'm sorry about that. If you haven't already you could try the mk II version thats included and or the mod Performance Fix its alot more stable than the mk III. I'm working on a more stable variant but it will be a while before it's done.
I Swear to drunk I'm not God 19 Sep, 2024 @ 3:11pm 
This sub is a real lag-fest unfortunately :/
10-15fps average, drops to 5fps in cities or with lots of enemies
JAD War Machine  [author] 12 Aug, 2024 @ 6:09am 
@line, ok I'll make it a file for you this weekend.
line 8 Aug, 2024 @ 12:45pm 
armory door
JAD War Machine  [author] 5 Aug, 2024 @ 4:31pm 
@line, which door were you wanting in particular?
line 1 Aug, 2024 @ 6:00am 
holly molly those doors are complex could you upload like a assembably of the door?
JAD War Machine  [author] 28 Jul, 2024 @ 7:47am 
@line, Red and green I believe you are referring to the lock indicator lights on the doors. The green and red is for the different lock levels on doors. the grey button is the *unlocked* access and if red you have to use the blue button which is the restricted access. Again all this has to work together on one door/hatch.

The reason for 2 motion sensors is rather i needed 3 out puts from them I need 1 a 0 and a *blank* the blank is so that its not sitting on a continuous line of 0s and the other logic layers can work. It gets really complicated when trying to get all that to run at the same time on one door and what you see is the extent of my wiring skills.

Feel free to use any wiring you see on your designs.