Barotrauma

Barotrauma

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T4 - Tetradon - MK I
   
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22 Jun, 2020 @ 6:07pm
4 May, 2021 @ 10:00pm
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T4 - Tetradon - MK I

Description
General Information

The T4 - Tetradon model is a Pufferfish like sub, better for campaing and building up your resources, the ship comes with all the basic resources you need to start your voyage into the moon, its simple design comes with two large ballast and two engines that guarantee a fast vertical and horizontal speed, and its powered by to nuclear reactors to ensure an efficient backup energy system, its also equipped with basic weaponry on most sides and a frontal shotgun-like coilgun (If you like to go all out!) and a durable glass room for observation purposes.

Two versions, the L (Locked) version with id card locks on certain doors, better for campaign and roleplaying (Extra griefer protection), and the UL (Unlocked) version, where everything is unlocked (Better for missions or sub vs sub scenarios), choose your poison!

Specifications

- Two reactors
- Two engines
- Max horizontal velocity: 35 km/h with both engines working, 22 km/h with the main engine working
- Two ballasts tanks with 3 pumps on each one
- Max ascend velocity: 19 km/h
- Max descent velocity: 22 km/h
- Five guns mounted on the ship (2 Top coilguns, 2 bottom coilguns and one front shotgun-like coilgun)
- Depth charge launcher
- Top and bottom docking hatch
- One side airlock to exit the ship
- One deconstructor and one fabricator
- Backup battery
- Equipped medbay
- CCTV with five cameras around the ship
- Emergency Shutdown (SCRAM) button on the navigation terminal
- Enough resources for at least 1 complete run
- There are two deconstructor, one in the R&D floor and the other in the medical bay
- Five security lockers, one per each role (Color coded) with essential items for said role
- Captain role security locker has ID cards (Color coded per role) that grant access to said role permission (I.E. Operating blast doors or access to the medic storage room, brig or security room
- There is a hidden storage room with medicine and raw products for the medic role just beneath the medical bay



Advice and tips

- Both guns and ballast are connected to supercapacitors to avoid low voltage under stress times
- Backup battery power should last at least 7 minutes, plan your voyage well
- Use the bottom docking hatch to dock with wrecks that got functioning hatches or when the upper one is blocked
- Trust your crew, but keep an eye on suspicious fellows with the CCTV system
- You can turn off the ballast's pumps power if you are safe and stationary and want to save some energy, it can also prevent chaotic beings from turning off their power
- You can get the ship to use one or two engines, if you need that extra speed
- Hear a beeping sound? Check the oxygen on your diving suit, or maybe it is the navigation terminal telling you that something is flooded/on fire?
- Only the security staff and the captain can access to the security staff room, ration the guns and ammunition, extra griefer protection

5 Comments
Wolf Slater 1 Jun @ 5:49am 
I love this ship but have been unable to use it. I don't know if it got slapped in a future update or what, but we've tried everything and the ship just doesn't want to move up or down. We upgraded it fully at the engineer vendor, tried connecting and disconnecting electrical loads. For all intents it seems to be fully operational and just doesn't move. Wondering if a game update or patch has caused a render failure in some key critical component.
erik_ironfist 23 Jul, 2022 @ 5:43pm 
I love your sub so much I decided to overhaul it: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2836723089

I hope you like the result! If you add me as a friend on Steam I will list you as a collaborator/co-creator.
Talseer  [author] 4 May, 2021 @ 9:44pm 
@erik_ironfist Thanks for the feedback! I'm glad you liked playing with the Tetradon! I just added your suggestions to the description, and I added red buttons on top of each door that the captain and the security staff can use to unlock them when a blast door is closed! :)
erik_ironfist 29 Apr, 2021 @ 2:36pm 
As for the ship itself, the only way it could be even better is if there was a button inside the bridge for opening and closing the blast door to the bridge. Currently, if somebody closes the blast door outside the bridge while people are inside, they become trapped until someone can press the button to let them out (or else they have to cut their way out with plasma cutters!). My workaround is connecting a wire between the alarm button and the blast door so the captain can use the alarm button to open the blast door if he needs to, but obviously this is not ideal.
erik_ironfist 29 Apr, 2021 @ 2:28pm 
Best ship ever! Thanks so much for making it, my friends and I had a blast. Here are some small changes to the description you could consider making:
- There are two deconstructors (second one is in the MedBay)
- You should mention that there are five security lockers for each of the five crew roles containing starting supplies, and each crew member can only open the locker for their respective role
- You should mention that there's a medical supplies storage basement that only the medic can access
- You should mention that there is a second sonar panel in addition to the captain's command panel
- You should mention that only captain and security can open/close the doors to the bridge and the armory
- You should mention that every door also has a blast door that only the captain and security can open/close
- You should mention that the captain has extra ID cards that they can hand out to grant door/locker access to non-security crew members