Barotrauma

Barotrauma

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The Cephalopod [BROKEN]
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25 Jun, 2022 @ 12:33pm
3 Nov, 2022 @ 1:51pm
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The Cephalopod [BROKEN]

In 1 collection by Mour
Prometheus Shipyards
4 items
Description
The Cephalopod, one of the first attempts to utilize the barely understood but powerful alien machinery retrieved from ruin excavation sites. This ship is both stealthy and agile but initially lacks in major firepower.You will pilot a scout made to traverse the abyss in search of alien ruins and their secrets. Seek alien powercells and insert them inside the ship's core in order to upgrade it. The abyss is a dangerous place, be carefull and you might just make it out alive...


-Recommended crew size: 4-8
-Recommended crew experience: Intermediate
-Tier: 3
-Price: 19.700 mks
-Class: Deep diver
-Hull length: 43 m
-Hull height: 10 m

-Cruise speed: 22 km/h
-Stealth speed: 14 km/h
-Booster speed: 39 km/h
-Max ascend: 18 km/h
-Descend: 11 km/h
-Max descend: 21 km/h
[Flood airlock, airlock access and reactor room]

-Ammo capacity:
[7 pulse laser crates]
[17 rail-gun shells]
[12 depth charges]
[4 chaingun ammo crates]

-Total cargo capacity of 8 crates

-Visual enemy direction indicator and sonar screen for gunnery room
-Mineral scanner and status monitor inside engineering

-CCTV inside crew quarters provides both internal and external view of the ship
[Use button to change view]
[Use left click to change cameras]

-Main airlock with room for six dedicated divers
[Personal diving suit/Locker/Battery charger]
[Claim one by entering your name on the terminal]

-Trash chute inside reactor room. Open by typing ''EJECT'' on radio channel: 0
[Close by typing it again]
[Can be used as an airlock, not recommended]

-Docking port that doubles as a top airlock with an externally operated chaingun adjacent

-Three deconstructors connected to a large steel cabinet
-Three fabricators all connected to 3 large steel cabinets around the ship for ease of use

-Medical fabricator
-Research station

-Fully decorated rooms and living spaces
-Excellent drainage system with breathable air-pockets inside the crew quarters
-Water-tight electrical room

-Onboard terminal inside engineering will answer any questions you or your crew might have
-Terminal inside the Core will let you know of any upgrades you have unlocked

-Artifact holder inside the Core


[Performance]

-2.177 items
-490 structures
-98 walls
-294 lights
-21 shadow-casting lights
Note: This sub is tested and compatible with performance-fix


[Armaments]

-2 pulse lasers
[Top and bottom]
[Combined ~80% coverage]
[Double-fire after Core upgrade]

-Rail-gun
[Fore]
[Double-fire after Core upgrade]

-Note: No turret can be swapped

-Externally operated chain-gun mounted in front of the docking port.
-Note: Operator can hang on while the sub is moving if careful but they have limited protection against hostile fauna
[Safety regulations suggest to grab extra oxygen, a scooter, a handheld sonar and a sonar beacon while using it]

-Fore automated electric discharge coil
-Aft automated large discharge coils
[Activated after Core upgrade]

-Depth charge tube
[Aft]

-Coil-gun sentry
[Top deck]
[Activated by ''secure'' mode]
[Automatic]

-Eclipse module
[Unlocked after core upgrade]
[Activated via radio]

-Note: More info on the eclipse module further down.


[Operating modes]

The submarine has two sets of three different operating modes.

The first set, on the left of the navigation terminal:

1) WAR mode controls the ships mobility. It unlocks the use of the booster engine, allowing for short bursts of speed on the X axis. This mode is power hungry and the super-capacitor that feeds the booster is prone to damage.

2) Power mode is the only reliable mode for power generation and can sustain normal operations onboard
More on power generation later

3) Silent mode makes the submarine harder to detect. External lights and the oxygen generator are turned off. The engine slows down the reactor is limited and the oxygen generator is turned off. Beware of O2 levels or instruct crew to wear a diving mask. This mode provides low power generation.

Possible upgrade for silent mode is the 'Enhanced passive sonar'. After unlocking this upgrade your passive sonar will have a much larger range [Silent mode only]

The second set, on the right of the navigation terminal:

1) Secure mode is intended to fight off intruders. Using the secure mode activated a sentry, found inside the ''sentry nest''. It will detect and fire upon monsters on its line of fire (top deck). This mode also disables automatic doors.

2) Standard mode allows fast movement onboard the ship as most of the doors and hatches will be automatically opened and closed.

3) Lockdown mode ''locks'' the bridge, crew quarters and access to both airlocks. Use it to defend against mutiny, to protect VIP's, as a makeshift brig/quarantine zone and to prevent exit/entrance to the submarine.



[Reactor & Power]

The ship's reactor operates just like a normal nuclear reactor. There are though, two aspects that differentiate it from the rest:

Cooling system: The great amounts of heat generated by the reactor mean that a cooling system is mandatory in order to avoid a meltdown. Two pumps inside the reactor room are responsible for cooling. Make sure these pumps are in good condition. If you fail to maintain them, the reactor will sooner or later suffer a meltdown.

Power: The reactor feeds a heavy duty battery with electricity [Located inside the electrical room]. The battery then will distribute the power between the junction boxes.


[The Core]

A special room with eight alien terminals. Find alien power cells and insert them inside those terminals in order to unlock a ship upgrade. Ship upgrades greatly enhance the capabilities of the submarine. Two of these abilities will allow you to use the two expendable modules onboard, the ''fix-foam reservoir'' and the ''eclipse module''.

Fix-foam reservoir: This module is a detachable tank full of liquid fix-foam mounted under the ship. When activated, it dispenses fix-foam all around the ship's hull, acting as emergency repairs. It is important to note that after being depleted, it will detach from the sub and sink. To activate it, type the code: ''SOS'' over radio, channel: 0.
[10 uses]

Eclipse module: This module is a highly unstable thermonuclear device currently mounted on the front of the ship. Due to it's nature it slightly interferes with the ship's sonar, a ''bubble'' of sorts appears around the submarine, the interference itself is harmless. When activated, the module will cause the water around the submarine to violently boil and explode. No damage will befall your hulls but expect most electronics to fry. This is very dangerous because it can cause the reactor to fail and explode if it is not in good condition. Activating this module should be your last resort to kill an enemy that has overpowered you. To activate it, type the code: ''ECLIPSE'' over radio, channel: 0.
[3 uses]

Modules can't be reused after being depleted so don't try to buy them again afterwards as they will impact performance without actually being useful. Sadly I can't change that and the best could come up with was multiple uses before depletion. That however adds a lot of items. The modules will discard themselves after being entirely used to improve performance.

Other Core upgrades include:
-Enhanced top laser
-Enhanced bottom laser
-Enhanced Rail-gun
-Electric tentacles
-Fore electric coil
-Enhanced passive sonar
Popular Discussions View All (1)
6
4 Mar, 2023 @ 1:09pm
Bugs
Mour
83 Comments
Simbach Vazo 12 Feb @ 1:20pm 
This is unbelievably cool. I'm not sure in what way it's broken, it seemed to work (in my all of five minutes of looking around) so I'm curious too.
Malapp 17 Dec, 2023 @ 8:00am 
In what way is it broken?
Xiivait 28 Apr, 2023 @ 4:41am 
I will still play with the sub even if it is broken
because it's the best sub ever
Syadiya 30 Mar, 2023 @ 7:28pm 
I do a lot of Dynamic Europa's integrated Strange Pirate missions, would love a sitrep on issues to fix them myself, or to have an ETA on this sub being fully operational because this sounds like an amazing idea as a submarine
Snakeee! 20 Mar, 2023 @ 4:13pm 
По сути вкусно, но по вкусу невкусно. Интересная задумка, но на деле крайне неудобный корабль. Медленный, перемещение по отсекам неудобное, пушки ничерта не видят (одна вообще снаружи в воде). Короче за идею лайк, но плавать на этом нереально
Deathpain 8 Mar, 2023 @ 2:45am 
Some alien buttons (in particular the captain's lighting components) stopped showing anything. Pressing the buttons works as it should, but it became impossible to understand which mode is enabled
✯ Komrad Yuri ☭ 7 Mar, 2023 @ 6:38pm 
Beautiful work good job :steamthumbsup:
Zvyozdochka 15 Jan, 2023 @ 8:03am 
If only those tentacles are movable..
SainnQ 8 Jan, 2023 @ 2:31am 
How the hell is this the only thing you've made in Barotrauma you absolute unit you.

The ship creeps me the hell out, but goddamn if it isn't cool as shit in it's ideas and designs.
Mour  [author] 25 Nov, 2022 @ 1:26pm 
The nukes outside of the ship's hull show up on sonar pings.