Barotrauma

Barotrauma

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Wolfrum MkVI
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19 Jul, 2022 @ 7:04pm
31 May @ 4:43pm
17 Change Notes ( view )

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Wolfrum MkVI

In 1 collection by DragonWolf569
DragonWolf569's Submarines
13 items
Description
-TRANSPORT SUB-(TIER III)

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PRICE: 22,325 mk
Dimensions: 63x20m
Recommended crew size: 4-9
Recommended crew experience: experienced
Max horizontal speed: (Manual) 20Km/h (Autopilot) 13Km/h
Max vertical speed: 18Km/h
Capabilities: 2 Fabricators, 3 deconstructors, 1 medical fabricator, an array of searchlights
Cargo Capacity: 28 crates
Max reactor output: 10000 kW

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--DESCRIPTION--

The original Wolfrum submersible was designed and produced under a coalition scientist during the early years of colonization as a research and development vessel. Its main purpose was to survey, catalogue, and bring forth new ways of neutralising the many dangerous flora and fauna of Europa.
The vessel was very successful for quite some time, while making sure to stay close to other vessels or stations for support as it was lacking proper defensive emplacements at the time. But as communication with Earth ceased and the supply ships stopped, the need for vessels to protect themselves became paramount and thus the Wolfrum and her crew needed to adapt or be left behind. The best case was the ship would be scrapped for usable parts by the Coalition scrapyards, the crew moved to newer vessels, most likely the Humpback. The worst case was to sink into the abyss being lost forever!
In a dash of courage the captain paid to keep the Wolfrum from the scrapyards.
"This is a mighty fine vessel and just because its not armed well enough doesn't mean its a lost cause." The captain wrote to the secretary of Operations.
Even though the Coalition wanted the Wolfrum scrapped the captain quickly gathered all the funds he could find, even taking from members of his own crew to purchase weaponry! And weaponry he was able to find, as he got lucky that a Aegir MkIII was being scrapped in the same station.
Though the captain was able to retrofit the Wolfrum with more then enough weapons and emplacements for later additions there was not enough money, time or materials to remove the susceptible areas of the now weaponized science ship. Making it a hybrid of sorts, one that could be sunk if overwhelmed but if crewed well was a force like no other!

--FUNCTIONS--

Commands used for the terminal "computer" system

[update] a detailed report on the operational systems of the sub
[power] a report on current status of Main breaker/power and load values aswell as junction box status
[Functions] a report on Material Processing systems
[ballast] a report on ballast levels and condition
[Guns] a report on condition of loader groups and sup-cap power for front and rear groups
Use [Help] for the list of commands at any time while using the terminal

--BALLAST FLORA MODE--

The lever currently drains the ballasts and turns off the pumps(if any water enters the ballasts after they are turned off they will turn back on and repeat), unfortunately making the sub rise quickly as the ballasts require some water to keep the sub stationary.

I will be adding a system that uses the utility compartments to keep the sub stationary while the Flora mode is turned on soon.

So be careful using the flora mode as it currently will send you into the ceiling!



52 Comments
DragonWolf569  [author] 30 May @ 6:47pm 
Thanks for letting me know, I'll look into where that sound is coming from to remove it!
also thanks for the kind words!!:captainsmooth:
Dubious 20 May @ 1:18am 
There's currently an annoying water-rushing sound around the dome somewhere that isn't present in the MKIII version. Also, beautiful sub! Love the dome and the spacious rooms.
kellym 23 Apr @ 5:49am 
Looks super epic. Love the top dome.
DragonWolf569  [author] 16 Sep, 2024 @ 8:15pm 
I just finished up a little update to fix/add some things!
If you are interested, its all in the changelog.

more updates/fixes/changes will be coming.......eventually
Target Practice 4 Aug, 2024 @ 12:53pm 
The switches do not often control their associated functions properly and function more like a toggle. The moonpool is an example of this. The bots struggle to reach the hull above the engine, and often get stuck in a loop trying to fix damage to the inaccessible rooms.
DragonWolf569  [author] 3 Aug, 2024 @ 1:36pm 
@ヘレティカス
I believe its the performance fix mod thats messing with the relay components making the junction boxes "explode".
I will do some more testing and see if I can make the sub function properly with that mod enabled, though I am finding it quite hard to replicate what you have described
DragonWolf569  [author] 3 Aug, 2024 @ 1:14pm 
-What do you mean by saying the "Nav mesh is broken" I unfortunately do not understand what that means in regards to a bug or something not working properly.

-In which areas are both the bots/players getting stuck? Please let me know so I can look at a fix.

-I was able to finally add tags and link up the storage containers around the sub

Other then the inaccessible compartments, do you have any other constructive criticism?
As I unfortunately cannot use "the wiring is bad" or "the layout is stupid" or "the colour scheme is awful" as those are subjective points from a personal view.
King Zog 2 Aug, 2024 @ 1:27pm 
Add to that the amount of unlinked components and storage containers along with the (most likely) not tested hallway sizes and you have a nightmare of a sub.
King Zog 2 Aug, 2024 @ 1:25pm 
The wiring is bad, the layout is stupid, inaccesible compartments that get flooded, the gun placement is neither good or balanced, the nav mesh is broken, bots get stuck on everything as do players, the color scheme is awful.

Only redeeming quality is the decoration and even then its nothing to oogle at.

4/10 Would NOT reccomend.
KibtenKibby 2 Aug, 2024 @ 1:23pm 
This guy is god and his word is law

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