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K-24 Crocodile - Lucky Lady
   
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24 Dec, 2021 @ 7:59pm
19 Mar, 2023 @ 6:45am
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K-24 Crocodile - Lucky Lady

Description
Original Sub: K-24 Crocodile by Doomich
(https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2527579660&searchtext=K-24)

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Lore:

An older model military transport, the Crocodile fits its namesake well - it's irritable, sluggish, has a ravenous appetite, and is more often appeased than controlled, but for the crews willing to placate the beast it's known to be a dependable ship with a surprising amount of bite to its weaponry. While likely not a captain's dream command, it makes for an excellent hauler for independent traders and salvage crews.

The Lucky Lady is something of a storied - and perhaps cursed - vessel. Lady Luck, after all, commands both good and ill fortune, and anyone foolish enough to court her will have both in equal measure. While the Lady always seems to limp back into dock no matter the odds, she also always seems to arrive with fewer crew than she left with...particularly crew that she doesn't like. The veterans who have lasted more than a voyage or two are a superstitious lot, but wouldn't take another ship even if you paid them. On Europa survival is never a sure thing, but for those she favors the Lady promises it more reliably than most.

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Stats:

Tier 2 Transport
Cost: 16,700 Marks
Crew: 5 - 7
Max Velocity: 13 km/h
Max Vertical Velocity: 19 km/h
Cargo Capacity: 64 Crates
1x Chaingun, 1x Pulse Laser, 1x Railgun w/ coaxial Coilgun

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Description:

This is the Lucky Lady, the customized K-24 Crocodile my group of friends uses in our games. We play with between 2-4 people, co-op only, no traitors, 0-2 bots, and this customized version of the K-24 is built for that. It's set up for our personal needs and tastes, and may not fit everyone. With that said, here are the differences between this version and the excellent original made by Doomich:

o 1. Changes to the hull.
- 1a. The dip/gap between the command room and the Cargo section has been made shallower to keep creatures from getting stuck there. (As a consequence, the secondary EDC has been removed as it is no longer required.)
- 1b. The invisible wall between the Chaingun and the Airlock exit has been fixed. There should no longer be the issue of an impossible/difficult to fix leak in the oxygen room as part of this change.

o 2. Changes to default inventory.
- 2a. Lockers and storage cabinets have had auto-fill toggled off and had a set list of items supplied to them. This was mostly for our own convenience so everything would start out organized how we liked it, but the overall amount of items available would probably be considered somewhere between "Default" and "Limited".

o 3. Changes to Turrets, Supercapacitors, and Reactor.
- 3a. The Coilgun's power usage and rate of fire have been set back to default. It still mirrors the sluggishness of rotation the Railgun has to keep them synced.
-3b. The ship's supercapacitors have had a RegEx system added to them. The supercaps need to be initialized the first time you use the ship (move the % slider any amount), but after that they'll run at 100% charge rate when below full, and toggle back to 0% charge rate when full. Since we sometimes run the ship with two players, constantly setting the supercaps wasn't realistic, so this setup was added. It's easily removed in the Editor by deleting the components and pulling the wires.
- 3c. The reactor has had an automated RegEx system added, along with an on/off switch on the reactor itself to toggle this system. This system will run the reactor more-or-less perfectly with no player input, multiple rods included. As above, since we sometimes run with two players this setup was added. The toggle switch was added so the option to run it manually was available.

o 4. Changes to doors.
- 4a Doors have had a simple auto-close system put in. Doors are still opened manually. There are no safeties or warnings on the doors, so be sure of what's on the other side before you open something.

o 5. Cosmetic changes.
- 5a. Various cosmetic changes were made to the ship just for fun. The tail art is likely the most obvious change, but various damage and rust decals were added along the hull, as well as some tweaks to text size, brightness of the lights on switches, etc.

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Notes:

The mechanics of the ship are unchanged, but if you haven't used it:

- It has strong ballasts and is agile on the Y-axis.
- The reactor is very inefficient and eats fuel readily.
- The reactor can only power most of the ship easily. Most things have on/off switches to help manage power usage.
- The oxygen generator is only barely powerful enough to feed the ship.
- The ammunition loaders are set as close to the actual turrets as possible instead of the usual "clustered" location.
- The turrets rotate slowly and use more supercapacitor power than normal.
- The turrets are locked (you cannot change them out later).
- The top front is a large weak spot. It has an EDC system, but you should maneuver to keep things away from there.

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Conclusion:

This is a personalized version of the K-24 Crocodile. It's provided as-is. Outside of any major bugs or usage issues, I won't be updating or changing it from requests. That said, it's been used pretty extensively in campaign mode so there shouldn't be any glaring issues left. Hopefully you enjoy it as much as myself and my friends have.

Good luck out there in Europa, and may you play in interesting times.
4 Comments
OperaWolf  [author] 19 Mar, 2023 @ 10:12pm 
Updated. Not much I saw that needed to be changed. The Chaingun went from two ammo loaders down to one due to the changes to it's ammo consumption. Everything else seemed fine. Let me know if anything else comes up and I'll get it fixed.
Fosty 18 Mar, 2023 @ 6:00pm 
Yeah I really need to do the same thing with my subs and my Half Life mod.
Good luck! :barotrauma:
OperaWolf  [author] 18 Mar, 2023 @ 12:51am 
I'll have a look over the Lucky Lady over the next week or so, now that 1.0 is out. I'll have to re-learn the editor and wiring, but I plan to make any updates it requires to be viable for the full release. Other than that I don't plan any major changes.
Fosty 30 Dec, 2021 @ 10:48pm 
Looks great. I'll check it out tomorrow.