Barotrauma

Barotrauma

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Europan Moonfish
   
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1.004 MB
28 Nov, 2020 @ 2:57pm
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Europan Moonfish

Description
Earther legends mention many types of fish, including the oddly named moonfish. Somebody decided to bring a moonfish to this inhospitable Galilean moon. Built tall and slim, the Moonfish glides through the depths like fish. When threats emerge, four coilguns provide complete coverage around the hull. Improved batteries allow for extended emergency operation. An emergency exit enables critical excursions when the vertical airlock is obstructed. - Please see below for additional info regarding the coilguns, battery, and emergency exit.


The submarine is designed for both solo and small group play. It includes all machinery for self-sustainability as well as ample storage space, but remains compact (15x12 by the game's dimensions) to ease the burden on small crews. The design (loosely based on the moonfish / opah) allows for high horizontal speeds with somewhat low diving speeds (which is likely the complete opposite of its real-life behavior).


Four coilguns cover every angle around the submarine leaving (almost) no blind spots. The coilguns are controlled through two periscopes (pic 4 above). Press the button below each periscope to cycle clockwise through each coilgun position. If one periscope is already controlling a particular coilgun, the other periscope will skip over it when cycling. (When the submarine is loaded for the first time, both periscopes will be connected to the 11:00 coilgun, cycling any of the periscopes to another coilgun will fix this.) Each coilgun loader and super-capacitor are linked to either the front two (2:00 and 4:00) or back two (7:00 and 11:00) coilguns, as indicated by the arrows. The periscopes / coilguns can also be cycled from the Navigation Terminal, allowing AI (with some assistance) to operate any coilgun as well.


The emergency batteries have increased capacity and output but comparatively low charge speeds. The submarine can run on emergency power for longer than most vanilla submarines. Toggling the emergency batteries on will switch the lights to emergency lights and will also shut down the reactor.


The emergency exit is designed as a last resort exit / entrance if the downward-facing airlock exit is obstructed. Please refer to the last pic above. To exit the submarine, the "Primer" button must be active (warning light on), indicating the switch "capacitors" are charged, and switches 1, 2, and 3 must be on (green). To close the door after exiting, press both buttons A and B within 5 seconds of each other.** To re-enter the submarine press buttons A and B within 5 seconds of each other to open the door,** and turn off any of the switches 1-3 to close the door. If starting from outside the submarine, (all switches 1-3 are off), press buttons A and B within 5 seconds of each other to open the door,** and close the door by pressing the primer button.

** When interacting with the emergency door through buttons A and B, there will be up to a 5 second delay before the door opens / closes, though the delay should generally be less than that. Also, the signal from A and B to interact with the door only works about 90%-95% of the time unfortunately. The other 5% of the time the door will receive no signal, though pressing A and B will try again. Probably dumb wiring decisions on my part but this was how I could achieve the specific input / output situations I wanted. Please cut me some slack this is my first submarine :).

Thanks for checking out the Moonfish, please let me know if you encounter any issues / errors or if you have additional comments or suggestions.