Barotrauma

Barotrauma

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Zhakarov Research Vessel
   
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25 Jul, 2020 @ 8:57pm
27 Apr, 2024 @ 7:01pm
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Zhakarov Research Vessel

In 1 collection by The Flaming Pike
Pike's Roleplaying Enhancement Collection
59 items
Description
TIER 3 SUBMARINE. The Zhakarov is a science vessel majorly aimed to please RP players. On this ship, the medics should be on top the of hierarchy and the captain second. The "medbay" located at the center of the ship is a complete laboratory and can only be accessed by medics. Inside is a hangar with a shuttle. It's not a sub for warfare but has adequate defenses. Medics are expected to conduct experiments such as gene splicing, husk and mudraptor egg studies. Linked terminals, containment rooms, cells, cameras & more.

BE WARNED: This sub is very large. It may cause FPS issues for lower end computers. It is also too big to do the final level of the game. Reducing its size is just too much work and I will not do that.

Additional info:

- There are three terminal connections. You can use them to communicate across the sub without distance problems. You can mess around and use them to plot a mutiny or you can use them to inform crewmembers that you need this or that... Or you can rewire everything and do your own thing. The power of terminals is underestimated in this game. Your imagination is your limit.

To avoid confusion, I changed their colors according to their "channels".

1) The main, public terminals ( default color ) - 6 of them are connected together throughout the ship.

2) The private Lab/Command terminals ( red ). Only those two can communicate together.

3) The Shuttle/Lab terminals ( blue ).

By default, they are set on the same WI-FI channel. You can communicate wirelessly on a very, very long distance.

- Warning: It's about 35% bot-friendly at the moment. They know their way around the ship, fix stuff, get on the periscopes and everything, but they may get stuck in the duct, which means you can't rely on them 100%. It seems that some areas are problematic for them, which is understandable because this sub has a complex design compared to most. Keep in mind that some areas are only accessible with certain IDs, namely the laboratory/shuttle area. This will lead those without doctor IDs to run around like headless chicken if they are hurt unless you grant them access to meds, and they will get stuck somewhere if something is broken and they want to fix it without having the proper ID. If you are playing solo, I suggest to hire doctors prior to purchasing this sub or to simply open and unwire the doors so they remain open. I have recently made some changes to AI waypoints, trying to find a way to make them behave better, but the duct seems to be an issue that I might never be able to fix. If you do play with bots, it would help me if you gave me reports on bot behavior, and if you have ideas to solve bot issues, they are more than welcome. Anyway, what I'm basically telling you is that this sub should be played in multiplayer with real people.

- By default, there is only one fuel rod in the reactor. I recommend adding another one for optimal results. There's enough fuel rods in a cabinet to keep you from worrying about fuel for a bunch of missions if you're using it in campaign mode.

- The ballasts are all in one big room ( that should be the cause of many screams because it's dimly lit ) except for two pumps. There is a pump located to the bottom right and one next to the lab. These two operate as ballasts but also as emergency pumps should there be a flood.

- Talking about flooding, this sub is made to survive much longer should there be a major hull breach. Many hatches will open if water is detected and they should normally lead the water down to the ballasts. This is to prevent machines and electrical components from being in contact with water. If you prefer to rely solely on duct blocks and pumps, you only have to unwire the water detector to the hatch(s)' OR component. There's also a possibility of turning a few pumps off to save energy since some of them are just there to give a hand to the duct blocks so the water can drain faster.

- As stated, there is moderate weaponry to protect the ship considering its size, but there is a railgun at the front and a very effective ( faster ) coilgun to the back next to the hangar entrance. There are other coilguns as well and a few spots to send electrical discharges. There's also one depth charge tube. It can destroy anything, but its size may prove to be an issues sometimes.

- There is a "patient room" underneath the armory which can serve as a cell if you have problems with some people, but it also serves as a secondary medbay if you want. You can also use the holding cell/blast room within the laboratory - there you can safely conduct experiments on unwilling test subjects and observe their behavior through the glass and through a camera - located within the main lab room is a periscope to keep an eye on your progress.

- You will find out that there are many secrets within the sub. There are, for example, a bunch of clown suits hidden in various places. There's a lot of potential for shenanigans within this sub. It's a sub made for those who aren't afraid of people messing around. The "duct" that goes underneath the lab is probably going to cause a lot of fun/troubles. There are no lights there, perfect place to hide your victims. You can, for example, gain access to the lab, armory or cell by plasma cutting your way in. Be careful however because the end of the duct leads to outside of the ship, near the motor blades!!!

- I think too many subs have emergency lights that simply don't do the game justice when it gets dark. Well, in the Zhakarov, when it gets dark, IT GETS DARK. You'd better take a flashlight right away because there are no emergency lights if the power runs out. This is done because I like getting scared in Barotrauma and it's hard to get a jumpscare effect when you can see everything. There are a lot of flashlights in supplies cabinets across the sub and enough material to fabricate more.

- The shuttle itself is battery-powered but I've changed the properties so they have a lot of power reserves. There is an emergency battery located at the top right in case you lack power. You can also, of course, recharge the batteries by wiring them to a junction box within the sub.

- There are two engines to propel the ship. I've modified their properties so it can be more fun overall. They consume twice as less power as a regular engine, but I've kept all the other default properties untouched. This means they can deliver twice the power of a single engine for the energy cost of one. Therefore, you can decide whether or not you will have both of them running at the same time. The ship can move with just one engine, it'll just be slower.

- I've left some junction boxes and batteries with no wires attached to them so if you want to connect things and play with wires, you have some possibilities there... Should be helpful during long campaigns.

- The name is derived from "Provost Zakharov", a character/faction in "Sid Meier's Alpha Centauri". If "Henk Corp" is familiar to you, it might be because I usually play as Mister Henk, Doctor Henk, Captain Henk, Officer Henk, Engineer Henk or Mechanic Henk. :) Henk Corp is my personal Barotrauma RP world.

Don't be afraid to tell me if you encounter any type of issues... It took me a while to make this sub so I'll do my best to make it perfect over time. Have fun!
8 Comments
The Flaming Pike  [author] 27 Apr, 2024 @ 7:33pm 
I updated this sub to accomodate with the recent "Blood in the Water" update. I had to redo a few things, add some others. I linked some extra cabinets to fabricators, amongst other things. I also remade bot waypoints. I am unsure at this point how they behave within this sub.

Also, the game now tells me the sub is too big for the final stages of the game ( without spoiling anything, it's the ending ). Unfortunately it is too much work to reduce its size so I recommend switching to another smaller tier 3 submarine when you are about to reach the end of the game. It's unfortunate, but it is what it is. :meepsad:
The Flaming Pike  [author] 27 Sep, 2023 @ 12:54pm 
I'm working on revamping this sub in and out, making it more "post-early release friendly" as some of its content is dated ( but still work ) and also adding a few more functionalities. Stay tuned!
catmanmlio 2 Jul, 2022 @ 2:57pm 
time to cause undead outbreak with bots!
The Flaming Pike  [author] 18 Nov, 2021 @ 9:47am 
I made an update. Check out the logs and if you ever try it, give me some feedback if you want. :gooddoctor:
Patriote 28 Jan, 2021 @ 6:41pm 
:securityofficer:
Cabinet 25 Jan, 2021 @ 11:18am 
Indeed :captainclown:
The Flaming Pike  [author] 25 Jan, 2021 @ 10:36am 
Thanks! I think it's just the overall design that isn't appealing to the eye. Once you're inside though I think it's a pretty fun sub. :captainclown:
Cabinet 25 Jan, 2021 @ 10:17am 
Underrated and can be used as its own research outpost which is really fun with friends.