Barotrauma

Barotrauma

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Cyclops Mk-III
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22 Jun, 2020 @ 1:39pm
2 May, 2021 @ 8:06am
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Cyclops Mk-III

Description
The Cyclops Mk-III is an improved version of the galaxy's most popular and reliable deep-sea submersible. It has good maneuverability, great flooding resistance and a powerful arsenal which can repel hostile creatures attacking from any side. Smart systems, speed and firepower allow it to overcome all dangers of europa's depths. Comes with docked Calypso Mk-I shuttle designed as fast transport and portable oxygen source, which can be controlled from within or remotely from the main sub.

Design based on Cyclops Mk-II.

Characteristics:
  • Dimensions: 40x11m
  • Recommended crew size: 3 - 6
  • Recommended experience: Beginner
  • Velocity: 42
  • Descent velocity: 14
  • Game version: v0.13.3.11

Main design features:
  • 5 coilguns covering all directions
  • 2 railguns allowing to engage larger enemies from above or below
  • fully automatic doors and hatches that automatically switch to manual mode in case of flooding
  • airlocks that can be partially flooded for safe artifact transportation
  • emergency siren triggered by fire or reactor meltdown
  • alarm buzzers triggered by water detectors
  • spare high-clearance id cards in captain's safe that he can give to his crew members
  • power grid designed to use minimal number of junction boxes
  • 3 large emergency pumps and a lot of smaller ones that help with hull breaches
  • on-board AI that reports crucial events in text chat
  • shuttle that can be used as a personnel transport or remotely controlled recon drone.
  • fully automatic reactor controller that adjusts very fast to power fluctuations

Extra IDs in captain's safe have colour-based clearance:
- blue - captain clearance (whole ship)
- brown - security officer clearance (armory access)
- red - medical doctor clearance (medbay safe access)

Includes Cyclops Mk-IIIc - version which had shuttle removed in favour of larger ballast and more space.




Note: This is the first submarine i made while learning the submarine editor, its extremely over-engineered and ridiculously well-armed. However a fair amount of people seem to enjoy it so i'll keep it that way.
Popular Discussions View All (1)
5
4 Aug, 2020 @ 5:36am
Calypso Mk-I shuttle clipping issue
Warning
40 Comments
Floral 12 Jan, 2024 @ 12:32pm 
man i dont give a fuck if its broken or not or unbalanced, just let a guy dream
Big pile of flesh 12 Jan, 2024 @ 12:22pm 
Good for those runs where You hate yourself so you put on barotraumatic Nightmare mode Dynamic europe with no weapon mods and
juicerrrr 25 Jul, 2023 @ 12:21pm 
great idea, but horrific implementation, absolute disaster of a submarine in my opinion.
clipping shuttle, poorly calibrated detection system with constant spam stream in chat, too op movement parameters and, what amazed me the most, unbelievable amount of ready-to-use loot that comes with it.
was impressed at first, fully dissappointed now.:steamthumbsdown:
Floral 19 Jul, 2023 @ 12:34pm 
i just thought of something what if someone made the subnautica map in barotrauma
Andyyy 10 Jun, 2023 @ 2:47pm 
But its still a good ship
Andyyy 10 Jun, 2023 @ 2:47pm 
Fun fact, you can just edit it in submarine editor and make it a T3 and boom
Setso1 14 Oct, 2022 @ 6:42am 
Agreed this ship should be tier III I would love to continue using it in my campaign
horse 5 Oct, 2022 @ 12:14pm 
The sub should be a tier III. Just a suggestion.
TrenchFoot_Tony 20 Aug, 2021 @ 2:50pm 
@NeoArmstrong The False_Output of the detectors in the sub are set that way for a reason.

They allow drainage from a Room into a Ballast_Tank via Duct-Blocks, but only if the Ballast_Tank isn't full/flooding. If you change it so False_Output==0 then you'll likely run into the situation where IF the Room has water in it AND the Ballast_Tank is breached THEN the Duct_Block will open and flood the Room faster.

Also, those Flood_Sensors connected to the Duct_Blocks do not appear to be wired to any Flood_Alarms, nor do they have any wireless connections.



NorthernVikingr 16 Jul, 2021 @ 9:49am 
is there a way turn off the "and component" that keep saying enemies near the lower aft even when we are docked