Barotrauma

Barotrauma

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Triton
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26 Aug, 2021 @ 1:24pm
9 Jul, 2024 @ 2:41pm
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Triton

Description
DESCRIPTION
The Triton is a powerful attack submarine that is only for sale in the more dangerous regions of Europa and with Coalition approval. Unlike those currently in service with the Europa Coalition, these are usually sold with most of the original turrets removed and the nuclear reactor restored to it's default settings. Despite being poorly armed initially, the Triton has retained all six of it's turret hardpoints and thus has the potential to be upgraded into an extremely formidable attack vessel.

The tier 2 variant, the Triton-E can be found via the link below:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2909752429


FEATURES
  • Vanilla friendly tier 3 submarine - despite a few buttons hidden behind some decorative objects to provide some aesthetics I've tried to make this as close to the base game subs as possible, as a result you won't find any invincible machines, walls, infinite storage or a super-fast engine.
    The 2 initial coilguns and 4 extra turret hardpoints give the player the ability to make the Triton as weak or as powerful as you like depending on your preferred style of play.

  • An automatic reactor setup that's got some limited customisation options and isn't an insane source of unlimited power, you'll need to make sure not to push the sub past its limits otherwise that reactor's going to struggle. Just remember not to mess with the reactor settings unless you know what you're doing, those are only for skilled Engineers to adjust every time the reactor gets upgraded at an outpost.

  • Oxygen generator power saving system - The O2 generator will only switch on whenever it detects that the oxygen level drops below a certain point in any of the key locations on the sub. This feature can be toggled off and on by pressing the button on the oxygen generator itself.

  • Engine and ballast pump cutoff lever - This can be used to save power when the sub is sitting on the bottom somewhere and you've got crewmen venturing outside, or more likely when you've been infested with Ballast Flora; in which case cutting power to the ballast pumps will prevent the flora from seizing control of the doors/hatches, allowing you to drain the water and kill it more easily.

  • Auxiliary battery power that comes on automatically whenever the reactor shuts down or is struggling to cope, this can provide just enough power to the engines and ballast tanks for several minutes (providing you don't go crazy on the helm), which should be more than enough time to replace a used fuel rod, or to run silent and try to quietly escape from the Abyss monster that you'd rather not fight!

  • Rudimentary surge protection. Nothing fancy, just enough to save your junction boxes from all but the most reckless of players out there.

  • Lockable doors (including outer airlocks) - When you've got a crew that you can trust or are just playing with bots, you can leave the doors to the Brig, Medbay and Armory unlocked so that you don't have to worry about leaks flooding entire sections of the sub just because someone doesn't have the correct ID card.

  • Automatic doors identical to those from the Humpback in the high traffic, low risk areas, while the high risk areas such as the reactor room, junction boxes, ammo magazine 'etc' use the same manually opened doors that can be found in the Dugong and Typhon subs. This helps to prevent damage caused by both fire and especially flooding due to careless players or bots getting too close to the doors while others are dealing with the emergency.
    Please note that all the wiring and logic components have been left in place above each of the doors, that way anyone wishing to make any changes to them can easily do so in the submarine editor.

  • The Large Turrets can be toggled on/off by the Captain - Ideal for when you've got bots or trigger happy players manning the turrets and who seem hell-bent on wasting expensive ammo, or you just want to prevent them from firing that Rail gun with the nuclear shell at point blank range.

  • Upper and lower airlocks. The lower one is ideal for salvaging wrecks while the upper one is great for repairs, or if you're using a mod that has drones like the EK Armory mod, then the larger topside airlock doors allows the drone to easily enter and leave, giving you somewhere reasonably safe to use the maintenance tool on it.

  • A Captain's independent exterior camera system that you can use to switch between the two different cameras by simply clicking the left mouse button.

  • A Brig. Complete with a lockable door and bunks, ideal for unruly crew-mates or prisoner transportation missions.

Known Issues
  • The bot waypoints have been constantly revisited and tweaked since the original release but their path finding is still a little glitchy and the bots can and will still get stuck occasionally, this appears to be a core game issue and the Devs have managed to fix a lot of the earlier problems with them but please bear in mind that this is still an ongoing concern, especially with regards to their path finding on stairs and platforms.

  • If you started your campaign using a submarine made via the editor or from the steam workshop and the content creator forgot to add the correct ID tags to the spawn points, then you may not be able to open many of the doors or containers. This can be fixed by going into the sub editor and removing the appropriate ID tags, but be warned that this will allow everyone access to them.

  • In order to prevent bots from opening the exterior airlock doors and killing themselves whilst repairing them, the outer airlock doors are locked by default, the Captain or any Security personnel can click the nearby red door button to turn it blue, this will then allow anyone to use the airlock door - just remember that you open the airlock doors by clicking on the door itself and NOT the button.


Disclaimer
Be advised that this is NOT a mod, this is just a custom submarine that was created with base game components using the in-game submarine editor, therefore it should not interfere with or cause any issues with the base game itself or any mods you've installed.




CREDITS
Oxygen Automation System by Badgerman
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2419010949

DIY Reactor Controllers by Ignis
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2296569779

Switchable Camera Periscope by Endy
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2130366606

Deck design and layout ideas from subs including:
EK Marauder Mk-V & EK Reliant Mk-VI by Videogame.
Typhon, Humpback, Dugong and Kastrull by FakeFish/Undertow Games.
Popular Discussions View All (1)
2
7 Dec, 2021 @ 12:45am
Thoughts and impressions
Solodric
66 Comments
||SMPLtxt|| 26 Nov, 2023 @ 6:00pm 
ah, alright. I'm fine for now. Just ended up unwiring the door locks and that fixed it XD. Great sub layout btw, i like the double layering and as a crafting room denizen i am happy with the rooms place.
Captain Robertson  [author] 26 Nov, 2023 @ 5:55pm 
You can see a quick workaround in the 'known issues' section in the description above but if you're still struggling with using the airlock doors then I can post a quick video to show you how to do it, if needed?
||SMPLtxt|| 26 Nov, 2023 @ 5:50pm 
not nonsense? literally just dealt with the issue?
Captain Robertson  [author] 26 Nov, 2023 @ 5:02pm 
@||SMPLtxt|| Please stop talking absolute nonsense, the ID tags used on the Triton are EXACTLY the same as the ones used on any of the default submarines that come with the base game, the only reason why any of your characters have them missing is most likely for the same reason that Kamakzi_Boyo did - your starting submarine was a player made one and had them missing.

As for the mechanic not being able to open the airlocks - They're locked to begin with to stop bots from going outside and killing themselves - just get the captain or a security guard to press the red button near the airlock doors so that they turn blue and then anyone can use them again... Or go into the editor and remove the need for permissions, it's as simple as that!
||SMPLtxt|| 26 Nov, 2023 @ 4:34pm 
Don't use this sub in campaigns. You can't do anything until you get a new ID card, and even when you do you still have no permisions. For some ungodly reason mechanic can't open airlock
Captain Robertson  [author] 4 Nov, 2023 @ 9:21am 
Bad News, that isn't a bug.

Would I be correct in assuming that your first submarine was one you downloaded from the workshop, instead of one of the default ones that came with the base game?

This sounds suspiciously like the same problem another user had in the past where you begin your campaign using another submarine where the creator forgot to add the "id_captain", "Id_medic" and "id_security" tags to your spawn points, as a result you don't have access to any container that has those tags attached to them.

If you go into the submarine editor and load the Triton you'll see that you have access to everything you're supposed to.

Sadly the only way I know of adding the tags onto your characters during a campaign game is to edit the save file.
Kamakazi_Boyo 3 Nov, 2023 @ 2:39pm 
hey

firstly, great sub, one of my favourites I've used from the workshop in a long time. I've recently come back to barro after a little break and have just got to the point in my single player campaign where i can buy the Triton (also got a co-op campaign going on with a group of mates and we are approaching tier 3 stations so will be able to get it for co-op too)

however, upon purchasing the triton in my sp campaign i have found what may be a bug or something that needs updating. basically there are certain doors/cabinets/safes that seemingly non of my crew are authorised to use, even the captain. this is an issue as the locked cabinets and safes for example, 2 safes in the armoury and a medical cabinet in the medical room, are severely restricting storage space.

am i doing something wrong? is there a button i need to press to deactivate authorisation locked storage/doors?

again, great sub, thanks
Captain Robertson  [author] 21 Oct, 2023 @ 8:48am 
@pf01

Update your manners.

I've just tested this out in the submarine editor and everything appears to be working fine so please state what issues you've encountered and what you think could be done to improve things, so that way when I've next got the free time to play this game again and work on it I can actually take a look and see if it's possible to implement any changes or fixes to it.

Saying things like "You Suck", "Update your sub" or "I don't like this" 'etc' without saying why are just subjective opinions or emotional outbursts and are of absolutely no use to anyone.
pf01 20 Oct, 2023 @ 3:36pm 
update this sub
Captain Robertson  [author] 24 Apr, 2023 @ 4:21am 
@CodeEnder sorry but I can't seem to replicate your issue.

As it clearly states in the description, the doors are exactly the same as the manually opened ones on the standard Dugong and Typhon 2, with the non-critical doors being auto-opening like the ones on the Humpback.
If you want to change them so they're all automatic (or manually opened) then you can do that using the submarine editor, it will only take you 5-10 minutes at the most - all the logic and wiring is right there above them.

I've played through the game using the Triton twice now, both with bots and other players and never had any issues with the doors, neither Mudraptors or Crawlers are ever a problem and are dealt with pretty fast whenever they breach the hull, only Boss or Abyss monsters ever cause any problems and none of us are more than hobbyist to averagely skilled players.
If you are having to 'massage' the doors, then one or more of your crew may be trolling and messed around with your wiring.