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CHP-2 Sculpin Hauler Patrol 2
   
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23 Mar, 2021 @ 4:53pm
28 Mar, 2021 @ 9:59pm
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CHP-2 Sculpin Hauler Patrol 2

Description
Description
Refit of the Sculpin Hauler.

Submarine is designed more for singleplayer but can be used in multiplayer as well.

Coalition command after receiving multiple complaints from their captains who kept loosing crewmen, cargo, and over all money asked their engineers to refit and upgrade the systems and hull of the CH-1 Sculpin Hauler. After many months of work and more accidental deaths from the old CH-1 Coalition engineers designed the CHP-1 Sculpin Hauler Patrol. After figuring out the many faults with the old CHP-1 and many more months of hard work Coalition engineers have rolled out the CHP-2 Sculpin Hauler Patrol 2 with improved systems from the production factories.

I ripped out all the cargo bay doors in the cargo hold. added double hull plating around the whole sub to help give a buffer to repair crewmen. The cargo hold has been converted into crafting, recycling, and a battery room along with adding a mineral scanner in the bridge for extended time away from port. Made the reactor almost automated all that's needed is for the engineer to add four fuel cells and adjust the output first then adjust turbine output tell they hear the electricity flow. The sub has fully automated backup power with automated lighting, also with the ability to go into silent run mode from the bridge to avoided larger threats or overwhelming swarms of mud raptors. The lights will change according to full power mode or silent run, added more backup power you will have a total of 12 minutes to run silent mode or run without the reactor on. added a third coil gun in the aft section of the sub to help with blind spots.The railguns have one periscope there is a switch in the middle to switch between the two railguns . Added a bottom airlock for easier access by salvage and mining teams. security codes have been added to the reactor room door for the captain, mechanics, and engineers. All doors open and close faster. added more water pumps in the engine and reactor room. Exterior of the has motion detectors that are maxed out in range youll have 360 monster detection range without sonar with flashing lights and arrows indicating bottem, top, front, and aft. All battery set charge rates linked to a computer terminal in the bridge. Navigation terminal has a full readout of the ships throttle and dive rate, battery capacity , fuel capacity, and vector. Sadly the exit hatch doors had to be made unbreakable due to the AI swimming out without diving suits.

Details

Price: 7000

Class: light-medium attack

Crew: 4-7

Experience: intermidiate

Weapons & Defense

- 3 Coilguns located: top & bottom & aft.

- 2 Railguns located: top & bottem

- 2 Discharge coils located: Front & aft.

Power System

- Power Mode: Automated backup power with proper lighting.

- Engine Compartments

- Reactor and Battery Compartment

- Bridge

- Bottom and top Docking port/Airlocks combo.

- Gunnery Compartment

- Cargobays with storage a deconstructor, fabricator, and medical fabricator

Extra

- Meltdown alarm with auto shutdown.

- Silent running.

- auto lights related to power modes internal and external main power lights & backup lights <--- (or silent run). gun lights are on a switch located in gunnery.

- Mineral Scanner.

- Adjustable battery charge rate via terminal in bridge with percentage display. Along with the total battery capacity left.

- Oxygen detectors in all rooms along with the generator being able to be toggled via the nav terminal.

- 360 degree motion sensor detection on the outside of the sub with ranges maxed to help with monster detection in silent run or when you shut down the reactor and o2 station. Works with backup power aswell.

Notes!

- Turn on all battery charge rates to 100 percent put sub on maintain position then start up the reactor. Put Fission rate at 20 though 22 percent or you will shutdown. trubine output needs to be at 60 percent hit auto and your good.

- upgrades are needed if you want to keep the sub mid to late game.

- Submarine should be compatible with all mods.

Credits.
This is a redesign of the CH-1 Sculpin Hauler credit goes to Fox for the original submarine.
And to Ankhimas for helping me with the setup for the automated power and general wiring of the sub.

Links
original submarine.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2241023696&searchtext=Hauler

Ankimas's subs.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2417168142

Please report any bugs and i will attempt fix them.
Popular Discussions View All (1)
0
23 Mar, 2021 @ 8:59pm
PINNED: Bug reports.
Jaime Wolf
2 Comments
Jaime Wolf  [author] 23 Mar, 2021 @ 8:58pm 
Thanks for the info think i got it to where no mods are needed now. And thank you for the base submarine!
Fox 23 Mar, 2021 @ 8:08pm 
Looks good, however, I noticed you are running with mods on this one. I recommend you make them a required item for your workshop item here on steam.

I put your refit into this collection https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2206145392
Welcome to the family!