Barotrauma

Barotrauma

Not enough ratings
C.S.S. Palestar A
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
228.436 KB
9 Dec, 2020 @ 4:43pm
24 Apr, 2024 @ 9:26pm
21 Change Notes ( view )

Subscribe to download
C.S.S. Palestar A

In 1 collection by KnEe_GrOw
DarkSea Collection
10 items
Description
Price: 7000 mk || Tier 1

An advanced variant of Shi Jie Shipyard's entry level submersible, designed with an experienced crew in mind. The top coil gun has been moved into a more aggressive position at the front, creating a blind spot that will require strategic maneuvering and use of the discharge coils. Outfitted with an experimental remote camera drone that can be used to scout nearby areas, locate resources, or support dive teams with additional storage. The decoy can be used with Stealth Mode to help escape danger.


Features:

  • Backup Power Batteries
    Powers the coilguns, ballast, engines, navigation terminal, oxygen generator, and most of the ship's interior lights. Turned on from navigation terminal. The reactor cannot charge the batteries at 100% without significant upgrades, when starting out it is advisable to stick to 10-20% charge rate unless docked to a station. Battery array is automatically engaged when Stealth Mode is activated.
  • Stealth Mode
    Turned on with a button to the right of the navigation terminal. Stealth mode will turn off the reactor, throttle the engine power, and disable all exterior lights while setting the interior lights to green.
  • Live Map
    There is a live motion/flooding map in the middle of the ship. The map tracks motion throughout the ship (except ballasts) and shows if rooms have water in them as well (blue lights). The edges of the map will light up if something is in close proximity to the ship's exterior in that area. You can see an example of this in the preview GIF.
  • Additional Turret Hard Point
    There is a hard point to support a 3rd turret on the upper rear of the ship
  • Drainage System
    Can be toggled from the navigation terminal (can only drain the top floor and engine room)
  • Discharge Coils
    Mounted on the top of the sub to dislodge unwanted passengers, activated from the navigation terminal. The discharge coils battery charge is shown on the top left of the navigation terminal
  • Exterior Lights Toggle
    Exterior lights can be turned off/on with a button on the right of the navigation terminal. Additionally the coil gun lights can also be turned off with a button situated between their periscopes.
  • Machine Shop
    Located next to the engine room, the ship has a very small machine shop to allow deconstruction and fabrication of items. The room can be flooded to make it easier to deconstruct fire 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, fabricator/deconstructor, rear access shaft pumps, and some of the lights.
  • Decoy Tube
    There is a decoy tube that is activated from the armory. Useful when used with Stealth Mode to help draw enemies away from the sub so it can safely sneak away. Can also be loaded with offensive ordnance.
  • Additional status monitor in the engine room

SRR Drone
The Short Range Reconnaissance drone is useful for scouting caves and helping to locate resources. There is a small container on the top to help dive teams out with additional storage and ferrying supplies to and from the sub. There is an on/off button that can be used on the shuttle navigation terminal. It has a camera on either side that can be viewed using the periscope above it's control terminal. The drone can operate up to 450 m away from the sub, with signal starting to become weak around 250 m. Due to how this drone is made, it cannot be repaired in the field if any systems get damaged. When using it to explore caves I would suggest using maintain position to move around.

I designed this sub as a more advanced option to start single and multiplayer campaigns. Successful operation will require some power management and maneuvering to get to the end safely. It starts with a modest equipment load-out that should keep you going for the first few missions. This is the starting point for a line of submarines that can be used throughout a campaign: The Palestar II the Faustus, and the Exathra.

This is the advanced version of my beginner sub The Palestar, made for those who want a better starting sub but more challenge than the stock Palestar.


Please let me know if you enjoy using it, and post any issues you run into, I'll try to get it fixed asap!
14 Comments
KnEe_GrOw  [author] 15 May, 2023 @ 7:41pm 
It should be yes, I have used it since 1.0 came out successfully!
Bourbon Kid 7 May, 2023 @ 4:23am 
is that sub still playable?
KnEe_GrOw  [author] 27 Apr, 2022 @ 9:38pm 
Thanks for letting me know Imaxium! You were right, it was not working after the update. I've fixed it now and it works again, hopefully I've updated it correctly... It's the first time I've used the new system.
Imaxium 27 Apr, 2022 @ 6:34pm 
I think the wifi on SRR Drone is broken with latest update, or am dumb and dont get how to use. Couldn't figure out how to load drone into editor to inspect, so leaving a comment here.
Solodric 5 Dec, 2021 @ 3:19pm 
Alright, glad I could help. Regarding the ballast-tank issue, what I noticed is that it was usually bots with repair-systems orders that got stuck in the ballast, which makes me think they were either heading there to fix the pump or they were taking a stupid route to go fix something else.
KnEe_GrOw  [author] 4 Dec, 2021 @ 8:16pm 
As for the oxygen, it is partially by design, though going by your description I think the last update to oxygen generation may have thrown it a bit out of wack. The drone control room in the Palestar A is not really designed to be closed while in use, the door is mostly there to let you close off that area in-case of flooding. The subs are supposed to have enough oxygen generation for a small crew but as the crew grows you will need to upgrade the oxygen generator. If you are still having oxygen issues after getting full upgrades that is not intended. I'll increase the initial oxygen generation for the Palestar line to try and help curb this.
KnEe_GrOw  [author] 4 Dec, 2021 @ 8:16pm 
Thank you for the feedback on this sub! I have considered setting up periscope movement controls for the drone, but it is pretty complicated to wire up and I haven't had the time to look into how to do it yet. I don't think it is currently possible to set up sub controls to work with WASD, hopefully that can be a thing one day! In regards to the forward ballast issue, I've noticed the bots will sometimes hangout there for no reason just walking into the left wall. I've double checked the waypoints and there aren't any going through that wall so I'm still at a loss as to why this happens. Right now if I notice somebody in the ballast for longer than they should be I'll just switch over to them and walk them out manually, though I can see this option not working for multiplayer. I believe you can just order the bot to follow you and then cancel the order when they get out of the ballast to deal with this in multiplayer. I'll keep my eye out for this issue and try and get it resolved.
Solodric 4 Dec, 2021 @ 12:42am 
That said, I did discover two significant problems with the Palestar A, one of which might be intentional, the other of which certainly was not. The bots constantly got stuck in the front-bottom ballast tank, eventually drowning/suffocating. I could find no rhyme or reason for why they kept going there and mashing against the leftside wall of the ballast, but they did. It's a big problem.

Second, oxygen generation on this little sub is... problematic. All of the Palestars have this problem, so maybe this is intentional, but I had rooms becoming deoxygenated just because one person stood around in them. The shuttle-control room is by-far the worst for this; just standing there using the drone control terminal will kill you. If that's an intentional design flaw, it's pretty funny, I'll admit, though I am getting a little tired of transport missions failing due to rooms deoxygenating on the Palestar II despite full oxygen upgrades.
Solodric 4 Dec, 2021 @ 12:40am 
I took this little number out for a spin, and I got mixed results. First off, the camera drone is hilarious and fantastic; the only thing I'd ask is to implement a Click-To-Move function for its cameras (other drones on the workshop have this functionality, allowing you to move them by clicking while in periscope view; using WASD would be even better).

As for the sub itself, I was pleasantly surprised to find the aggressive gun placement is actually better for an experienced captain, just as the description implies! This ship is so agile, it was easy to constantly hold the enemies in the vicious crossfire sector of the two coilguns and mow them down. In terms of performance characteristics, this is definitely the sub to take if you've got an ace captain looking to get away from the Palestar I's newbie-proof gun placement that doesn't allow focus-fire.
ehfdl 27 Dec, 2020 @ 10:54pm 
Thanks