Barotrauma

Barotrauma

Not enough ratings
C.S.S. Faustus
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
342.617 KB
31 Jul, 2020 @ 12:34pm
17 Jan, 2024 @ 9:16pm
27 Change Notes ( view )

Subscribe to download
C.S.S. Faustus

In 1 collection by KnEe_GrOw
DarkSea Collection
10 items
Description
Price: 12,500 mk || Tier 3

Shi Jie Shipyard's mid tier attack sub, the Faustus is a scaled down version of the Exathra. Built for clearing out the dangerous fauna of the European sea. It is outfitted with an offensive armament of 3 Coil Guns, a Rail Gun, and a Depth Charge Tube. There are 2 shuttles available to ferry dive teams to locations that are unreachable for the main sub. Shuttle docking ports are protected by discharge coils that can be activated from the Navigation Console.


Features:

  • Security Cameras
    Can be viewed from the navigation terminal. The left allows you to see the engine room/rear diving prep area as well as most of the docking hallway. The centre shows the top level of the sub. The right shows the forward docking area and reactor room.
  • Live Map
    There is a live map in the rear docking port that tracks movement and flooding throughout the ship. It can be observed from the command room using the far left camera on the navigation terminal. The bottom half of each room on the map will light up blue if there is water detected in it, and the top part will light up green if anybody is moving in that area (Except for the ballast which only display the ballast's water level). An example of how it works can be seen in the preview images above.
  • Discharge Coils
    Can be activated from the navigation terminal's control screen. Useful for when aliens get in/around the shuttle docking ports
  • Motion Sensor Doors
    Can be disabled/enabled with button to the right of the navigation terminal. *note Airlock doors, depth charge station doors, hatches and cargo compartment doors are not motion activated
  • Backup Power Batteries
    Powers the coilguns, ballast, engines, navigation terminal, oxygen generator, rear airlock pump, command room and Magazine lights. Turned on with the "Backup Power" button on the top of navigation terminal
  • Drainage System
    Can be toggled from navigation terminal, this exists as a way to drain the ship if the reactor is down, but can be used to speed up draining after a breach as well. The front of the ship's floors will only drain if the floor below them is not full of water.
  • Depth Charge Station
    The depth charge tube is lined up approximately with the forward shuttle docking port.
  • Artifact Deconstructor
    Situated in the rear airlock, it can be flooded to safely deconstruct thermal artifacts
  • Powered Docking
    The sub receives power from the primary docking port. When docked to stations the reactor can be shutdown to reserve fuel. Systems that are powered from the docking port are: Batteries, oxygen generator, engineering lights and fabricator/deconstructor, medical lights and fabricator, and the central access shaft pumps.
  • Additional status monitors in different sections of the ship

There are two shuttles that the ship comes with, one drone and one manned shuttle.

  1. Doran Drone
    Unmanned support drone, can recon hard to reach locations and ferry supplies and dive teams to/from them, has a healthy cache of diving supplies inside. Two top mounted turrets give it a wide range of fire, and can easily be swapped back and forth. There is also a discharge coil mounted on the top that can be fired from the shuttle's navigation terminal.

  2. Pantheon Shuttle
    Manned transport craft, with space for multiple crew. Easy to navigate into tight spaces thanks to the front observation port. It can transport a dive team to and from locations that the main sub cannot reach. Features on/off button to conserve battery power during away missions. Outfitted with a top right and bottom left coilgun that you can swap between using the button in the command cabin. In the event of aliens getting to close for comfort there is a discharge coil that can be activated from the navigation terminal.

Thanks to it's affordability, I've found the Faustus makes a good mid tier sub for a campaign play through but can also be a great starting sub for a larger multiplayer group. This is a smaller/cheaper version of my largest sub, The Exathra.


Please post any issues you run into and I'll try to get them fixed ASAP!

Popular Discussions View All (1)
0
12 Sep, 2022 @ 6:41pm
Issue: Can't fully repair shuttles
unknown soldier
16 Comments
The Flaming Pike 15 Jun, 2024 @ 7:06pm 
Hi, I have selected this submarine for my latest vanilla campaign! It's a very cool sub with many features and fantastic design. It is just strong enough to withstand attacks without being too OP. The storage available across the sub is optimal. There's a few things we have yet to try ( shuttle/drone(s) and some switches ) but everything seems to work 100% fine. The bots have a hard time moving through the sub trying to fix leaks ( they stop moving sometimes ), so maybe the recent updates broke them a little. The autodoors are a bit glitchy ( we get stuck in them for a 1/4 a second maybe ). But those are little details ( I don't really play much with bots, and we either got used to some doors or rewired others a little ). Overall I would give it a 95% note. Very good job!
KnEe_GrOw  [author] 1 Jul, 2022 @ 3:27pm 
That sounds like an ID card problem :/ I ran a test again and was able to open all the doors with the captain, mechanic, engineer and even Artie Dolittle. Do the hatches say "Unauthorised access" for every character on the sub? I'll take a look and see if something got messed up with the spawn points or hatch pick requirements. I should also note that any updates I do to the sub will not update in your current game unless you re-buy the sub.
xenofex 1 Jul, 2022 @ 12:47pm 
Thanks but still having the issue. Half the hatches tell me 'unauthorized access".
KnEe_GrOw  [author] 27 Jun, 2022 @ 9:12pm 
That is very strange! I tried purchasing the sub in a single player game and didn't experience this, but I figured I would try replacing all the hatches mentioned and see if that helps? I also updated the shuttle and drone so that their ballast pump is invulnerable to damage, since you can't access them without cutting the hull.
xenofex 22 Jun, 2022 @ 3:21pm 
Hi, Having the same issue as RenegadedDragon. Works fine in the Editor test environment but in my single player game, those hatches are not functioning at all. Think i'll just wire them to manual control, when i figure out how xD
Thanks for the sub. Exactly the look and feel i was looking for.
KnEe_GrOw  [author] 26 May, 2022 @ 6:20pm 
Sorry for the delay. I've opened the sub in the editor and checked all the hatches and don't have these issues. Are you playing in single player or multiplayer? If you are in multiplayer it's possible somebody has messed with the wiring. You should be able to click on all the hatches to open them like normal.
RenegadedDragon 23 May, 2022 @ 4:26pm 
So I just drilled into the 3rd floor and I also cant access either docking port or access the 4th floor
RenegadedDragon 23 May, 2022 @ 4:18pm 
It is the one in the main access shaft and the one that leads to the front docking port under the magazine.
RenegadedDragon 23 May, 2022 @ 4:14pm 
Sorry for the late reply, just got back from work, so those are the hatches I was referring to, but I cant get them to open for me at all, am I just missing something or doing something wrong?
KnEe_GrOw  [author] 23 May, 2022 @ 10:36am 
Hi there, if you are referring to the hatch in the central access shaft, then yes it was intentionally left un-wired. I found because there is generally more movement between the second and third floor, leaving the hatch un-wired allows it to easily stay open for faster crew movement.