Barotrauma

Barotrauma

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Y10 'Beholder' Attack Submarine
   
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26 Sep, 2020 @ 8:20pm
27 Apr, 2022 @ 5:30pm
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Y10 'Beholder' Attack Submarine

Description
Vanilla. Shuttle friendly. Intended for campaign games, starts cheap and underpowered in many areas so upgrades are very useful. AI friendly. successor to my first sub, the Y6.


6 nerfed coilguns, 2 nerfed railguns, 1 depth charger release, 4 discharge coils(2 in shuttle area, 2 on center of hull, top and bottom)

7 docking bays, 1 pure EVA hatch, all bays should be enter-able from both sides, 1 of the 7 is a horizontal dock instead of vertical

4 external camera's wired to a single periscope next to the commanders terminal

Multiple "windows" for seagazing. Kinda cool when you can see the background of the area's you're travelling, fishes/sealife, or witness the volcanoes spewing in the background as you're moving around the ship. Could also be used to help determine what's happening in a chaotic situation


Speed: ~18kmh upwards, 22 kmh downwards(more if you flood it!). ~27kmh forward/backward.

Reactor: 6 second fire / 12 second meltdown - 14,000kW output - 0.14 Fuel use instead of 0.2, making it more efficient. Almost everything has increased powerdraw in the submarine. Lights, pumps, engines, nav terminals, status monitors etc all draw much more power and all batteries were nerfed, some more than others.

Engines: 500 units of force(kN?) per 1500 kW required on each. Each engine has a battery with very nerfed stats on it, always on, always recharging. (so if you stop moving they'll recharge).

Oxygen generator: 300 units of oxygen for 1500 kW

Coilguns: middle coilguns on top and bottom use the same ammo loader, It's meant to be used by a player but you could easily throw AI on it.
6 Vanilla coilguns is way too strong so they've been nerfed:
Reload 0.4 [vanilla reload 0.2]
Spring Stiffness Low Skill 1.00 [low skill vanilla 2.00]
Spring stiffness High Skill 35.00 [high skill vanilla 50.00]
Spring Dampening Low 0.20 [low van 0.50]
Spring Damping High 6.00 [high van 10.00]
Rotation Speed Low 0.50 [low van 1.00]
Rotation Speed High 5.00 [high van 8.00]

(as of apr2022 these stats slightly improve for high skill characters, and are worse for low skill, vanilla high skill values are still better).

Railgun reload is increased to like 8 seconds [5 vanilla], and have similar nerfs to everything just like the coilguns above. (APR2022 they're single load-single fire now, reload speed is less of a concern unless you have a loader.)

(APR2022, supercapacitors have been kinda drastically changed and I haven't played with them too much. Further tinkering required).

Dischargers/Depth Charger: Depth charges and main hull dischargers controlled from gunnery terminal. Shuttle bay defensive dischargers controlled from command terminal. Both coils have 1-3 uses, and depend heavily on their slow recharge battery.

Docking Bays: 5 in the shuttle dock area - 1 horizontal, 4 vertical. 2 On the top of the ship. Top left is set as main port, I suspect with Beholder's length there may be terrain issues if using the top right. All docking hatches + horizontal door should be openable from both sides; Didn't use auto ports so that they could all be used as exits/entrances. Try not to dock a shuttle to the top docking ports: the batteries will get absolutely fried, I believe it to be some bug where it goes reactor -> junc -> relay -> docking port. Curiously throw a battery somewhere in the lineup and the problem gets solved, so I did it for where shuttles should be docking, but the top 2 ports are dangerous, from my ♥♥♥♥♥♥ wiring ability(lmao).

Deconstructor/Fabricator/Science Thing/Medical Fabricator are present. As are 2 mission-cargo holders. Decent amount of crate storage.

Junction boxes: Vanilla overload capacity [0.2], increased fire probability on hitting 0 condition to .7 [vanilla was .2]

Batteries: All batteries have been stat reduced. Too many changes to list, but in essence their output is reduced, capacity reduced, and recharge is reduced. The 10 battery array now provides much less power, and can stay on for 1-2 minutes max depending on engine/pump/weapon use.

Storage area: The storage spawn is the top right room right before Ballast A. There are 2 hatches that intentionally do not have platforms. This is so that when you buy/create railgun shots, ammunition boxes etc you can place them all on the closed hatch, and open when ready to drop the items down to the area's you want the items at. Should be one above the railgun loaders, and one above the coilgun loaders. This method saves a lot of slow ladder hauling down to where items need to go.

Navigation terminals: The main nav terminal has a battery(stats greatly reduced) attached to it always on and always charging to defend against power surging/loss, so you should be able to remain in control temporarily. Gunnery navigation terminal cannot move the ship at all, but it can turn on its active sonar. Keep this in mind if you go EVA'ing and you dont want to attract enemies towards you. Nav terminals draw 500kW when using sonar [vanilla was 100kW]. Moving with the main nav terminal costs 100kW

Ballasts: In 2022 I upped the power draw and reduced pump efficiency further, so at max upgrades they're slightly better than they were at my "launch". In essence still worse than vanilla pumps, but honestly there are so many ballasts on this thing you won't notice, but at max upgrades youll appreciate the improved responsiveness.

APR2022 - Most stuff was nerfed as compared to their max upgraded variants. Generally expect minor performance benefits on most items with max upgrades. Junction boxes are a little spicier now so try not to overvolt them as much. Fighting is harder, power management a bit more dangerous. Speed lowered. Battery backups severely nerfed. Coil discharge severely nerfed. Information displays added. O2 warnings added. Rear ballasts reduced slightly so AI's dont try and pull suits all the time as much, with no change to Y axis move speeds. That new science device was added to the fabricator area, and the "new" cargo holders added as well.
3 Comments
spobely  [author] 29 Oct, 2024 @ 12:42pm 
rip. time to revisit
Ӆᶓᵮᶏᶉᶖơцʂ~}God{~ 29 Oct, 2024 @ 6:14am 
does not work
spobely  [author] 28 Apr, 2022 @ 11:50am 
as far as my testing goes, increasing junction fire resistance+Junction overvolt resistance, and reducing engine power requirements, helps greatly with experiencing electrical fires. Firing weapons as well as disengaging engines(Thereby having a high output with a rapid reduction in load) tends to pretty severely damage the junc's. Upgrades are quite useful to avoid catastrophic fires- but also the captain embarking on gradual X axis changes can help with that problem too. Pumps dont appear to need too much upgrades on power reduction, but on this sub reducing power draw on everything is probably for the best, as its reactor is quite strong already, and the less power cliffs you experience the safer it will be.