Barotrauma

Barotrauma

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The Tiny Submarine
   
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219.216 KB
18 Jun, 2022 @ 10:43am
6 Jul, 2022 @ 11:45am
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The Tiny Submarine

Description
I tried to make an all mission capable submarine that was as small as possible, but with minimal downscaling and overlapping. I also changed as few values as possible from default. The only value changes were for the engine, whose force was decreased, and the pump, whose flow was increased. The power consumptions were adjusted accordingly.

Speaking of power, make sure you manage it well. You can only recharge at a station. If the batteries run dry, its mission over. I recommend keeping the supercapacitor minimally charged, and use manual steering as the autopilot is not very energy efficient.

The pulse laser wiring I did for fun. Turn them on at the nav terminal, indicator lights above the periscope show the currently active laser. I recommend turning them off when not in use both because of the loud noise and because the timing slowly worsens the longer they stay on. If they ever stop working properly, just turn them off and back on.
The pulse laser can be activated by double clicking while they're offline, and the gunner can switch the active weapon by aiming at 3 or 9 o clock for a moment. Works most of the time!

This submarine is not compatible with AI. Even with proper waypoints, they prefer Europa's oceans to staying inside.
10 Comments
Average Genestealer 27 Jun @ 12:39pm 
So.. my guns just. Stopped working entirely. I turn the guns on an dthey don't work. I turn them off and on again, and they still don't work. This sucks because i'm on a crawler killing mission. how do I fix this?!
Jufo  [author] 20 Feb, 2024 @ 11:15am 
@ProhibitedUsername Absolutely. The idea I used was to wire the periscope parallel to multiple relays, then make some switching mechanism such that only one relay component is 'on' at a time. Originally it was a button that giggles the two relays. I believe that right now I used greater than and less than components to determine where the periscope is pointing, then it sends a signal to toggle both relays.
ProhibitedUsername 1 Feb, 2024 @ 3:14am 
I was wondering if you might be able to give me some advice as to how multiple guns are hooked up to one periscope, and in particular the system that switches the gun in use depending on the position of the reticle. Did you follow a guide, or is this entirely of your own design? Your own sub inspired me to create my own rather compact design, thereby necessitating a minimal number of periscopes; but I don't even know where to begin with this bit of circuitry! Any help would be greatly appreciated.
Jufo  [author] 9 Apr, 2023 @ 8:43am 
@Disgusting
I'm glad you like it!
The engine is outside the submarine so you have to land or dock to repair it. There is no nuclear reactor for fuel rods, it's powered only by batteries. However with the new update adding some stations that have no charging dock, maybe I need to change that.
Disgusting 9 Apr, 2023 @ 8:25am 
Вроде ты русский чел, нужна помощь. Теряю энергию и тупа не могу выкупить куда вставлять новую палку для питания
Disgusting 9 Apr, 2023 @ 8:04am 
Where is engine on that submarine, where do I swap rod in case of running out of charge? I'm quite new, but so far liking this tiny lad
Jufo  [author] 16 Nov, 2022 @ 10:51pm 
@Alexisrex I kept absolutely as many things as I could to the vanilla values. The only changes were:
The periscope is 0.1 smaller
The shuttle nav terminal is fake, a full nav terminal is behind it.
The engine force was greatly reduced, and the power consumption was reduced. But it is actually less efficient than a normal engine.
The small pump's pump rate and power cost were both tripled.

Everything else uses default values!
Alexisrex 15 Nov, 2022 @ 7:56pm 
So many values must've been changed or that thing won't work
MA347612890GT4078579132R74 22 Sep, 2022 @ 3:09pm 
I'm Commander Numbers and this is my favorite mod for Barotrauma.
KaiisanIdiot@TTV 2 Aug, 2022 @ 5:40pm 
bean