Barotrauma

Barotrauma

307 ratings
Zidrom MKVI
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2 Aug, 2021 @ 12:26am
26 Jan @ 1:27pm
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Zidrom MKVI

In 1 collection by DragonWolf569
DragonWolf569's Submarines
13 items
Description
-DEEP DIVER CLASS SUB- -ATTACK CLASS SUB-(TIER III)
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PRICE: mk 37000
Dimensions: 96x24m
Recommended crew size: 5-16
Recommended crew experience: intermediate
Max horizontal speed: (Manual) 18Km/h (Autopilot) 17Km/h
Max vertical speed: 18Km/h
Capabilities: 3 Fabricators, 3 deconstructors, 2 medical fabricators, mineral scanner, an array of searchlights, and a shuttle for eva missions
Cargo Capacity: 100 crates
Max reactor output: 12000 kW 14000kW


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-READ THIS-


-While using the searchlight array in command you can click on the left or right sides of your screen and you will move to the next camera in that direction

-The ventral chainguns are controlled by one periscope, but the camera can be switched between the front and the middle one by a lever beside the periscope

-IMPORTANT the two chainguns are convergent on eachother, meaning youll have to change the range of the guns for close or far away targets. Dont worry, its very easy to do and can be done while firing. Just double click and you will change the aiming distance for the other chaingun(there is an indicator for distance on each chaingun and one inside the gunnery room)
If the double click system isnt working(due to lag/fps issues or the performance fix mod), there is a manual button to change the range beside the periscope.

-there is a secondary fire shut off switch for the chainguns beside the periscope aswell, so you can choose to shoot both or just one. hopefully helping save ammo when you only "need" to use one chaingun

-You can double-click while on the periscope in the shuttle to move between the dorsal and ventral guns, the dorsal gun cannot be used while docked although you can still switch to its camera

-The flood alarm in command is very sensitive so even a very small leak will set it off (your ears have been warned) there is a on/off switch for the alarm so you can always turn it off.

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Description:

The pride of any fleet, this vessel was designed and commissioned by a consortium of wealthy Coalition merchants. They often act as mobile military outposts, protecting critical trade routes and ferrying around valuable cargo or high ranking officials. Due to its large size the Zidrom requires a large and experienced crew to remain operational. Be sure to bring lots of ammunition on trips, as the mere rumor of this ship's presence in a sector is enough to attract pirates seeking priceless cargo or valuable hostages.

Thank you garrettj for the great description until I am able to make my own I will have garrettj's description

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Disclaimer

This sub is actually too long to fit in the ending mission! you can still finish the game if you use cheats ie: teleport the sub past the ruin thats too small to fit through
Popular Discussions View All (2)
2
20 Feb, 2023 @ 11:11pm
FPS issues using this ship mid-campaign
yeetthh
1
19 Oct, 2023 @ 4:03pm
non-functional Zidrom MKVI
MystèreWolf22
213 Comments
Beanulator 28 Jan @ 9:34am 
Yes, we run the LUA and Performance Fix alongside Barotraumatic and Dynamic Europa. That could be causing the rapid swapping, but even without the Performance Fix it's still quite janky, albeit less so. It still tries to swap back and forth every time you move the cursor.
DragonWolf569  [author] 27 Jan @ 8:01pm 
When you are testing the shuttle, do you have any performance improvement mods on?
I've found with my other subs, that some components don't work correctly if theres a performance mod on which could be the same case for the Zidrom.
Im still looking into fixing more on the Zidrom but it all takes time, so I will release more updates when I can.
Beanulator 26 Jan @ 6:59pm 
I'd like to add that after testing it some, the shuttle still switches back and forth between guns violently, but stops when you hold down the trigger. The bots seem to be able to actually pathfind around the main stairs slightly better but still needed to be dragged around to get unstuck.
Beanulator 26 Jan @ 6:46pm 
The chainguns could very well just be us being collective morons and not being able to figure it out. Personally, we would have preferred them be independent of each other anyway and for them to have an angle limit so there's no risk that whoever is in the command deck gets beheaded by stray shots. That and the staircase being converted into a ladder to avoid bot tomfoolery are the only main gripes we had. This submarine is amazing and we'll be putting it through its paces again on maximum difficulty in an upcoming run. Thanks for your hard work on it, it's a piece of art!
DragonWolf569  [author] 26 Jan @ 11:51am 
The size of the Zidrom is an unfortunate byproduct of the time when it was made.
There was no "true" ending to Barotrauma at the time and it certainly did not have a maximum size requirement to reach the "end" of the game aswell. So theres sadly nothing to do about it but what you said, just teleport past.....
DragonWolf569  [author] 26 Jan @ 11:41am 
Thanks for the review.:steamhappy: It always makes me happy that people can enjoy my submarines.
With that being said I'm gonna look into the shuttle coilgun components to fix it!
Sadly the bots path finding issues have been around since the conception of the sub due to the main stair case design(I've tried so many times to fix it, but with each update it breaks again)
The Zidrom is almost 4 years old at this point so there's been alot of "fixes".

I'll also take a peek at the main chainguns to make sure the components are working properly.
Beanulator 20 Jan @ 9:36pm 
The forward depth charge launcher is great for throwing nukes at Thalamus wrecks and abyssal creatures that dare try to ram the front. Never used the shuttle, as the coilgun swapping mechanic for it is broken (it swaps between both guns at light speed and makes aiming impossible). The lounge is a (intentional) weakspot with the glass observation dome, so be prepared for creatures to occasionally break in there. The vending machine more than makes up for it.

I give the sub an overall 10/10 for looks and combat ability. It is a floating fortress and dripping with Coalition pride. We only sank once over the course of a 100+ hour campaign using it and it was from self-inflicted nuclear tomfoolery. If you want to LARP as the mighty fist of the Coalition, this is the sub to do it in. The minor annoyances are more than made up for in its ability and fun factor.
Beanulator 20 Jan @ 9:35pm 
Love this submarine. Great gun coverage, more storage than you could ever want. It looks cool as hell and is great for larping as the rightful controllers of Europa. It sells the look of being both a parade vessel and a powerful military craft. The lounge is very nice, though we mostly stay in the gunnery compartments.

It will (potentially) obliterate your friends’ FPS in MP. Bots occasionally need to be dragged down to unstick them from the main stairwell, and don't register that they can weld the top part of the engine room. Also, you'll need to TP to the portal in the endgame area. Aside from that it'll just barely fit through the maze. The top mounted chainguns really don't need to be linked, as you will not be able to really aim them at a convergent target (or we all have a skill issue and multiple people couldn't figure out how to properly aim). We only ever used the one but it was more than enough for most situations.
Liam 17 Oct, 2024 @ 8:03am 
Bots get stuck on the stairs like AlexanderTheDefender said
Bace 31 Aug, 2024 @ 10:28am 
Idk why but I'm getting a strange vibe from this. It feels like a sub that I know, but I've never played on it before and things are different than I remember them.