Barotrauma

Barotrauma

445 ratings
ATK-89 "Sardine"
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10 Aug, 2022 @ 7:39pm
8 Oct, 2022 @ 8:30am
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ATK-89 "Sardine"

In 1 collection by Doge the biologist
Doge Shipyard selection
14 items
Description
ATK-89 "Sardine"
Technical details
TYPE: ATTACK Tier II PRICE: 11000mk SIZE: 34 m * 8 m CARGO: 10 crates RECOMMENDED: 4-7 crews, experienced
Weapon system
is (probably the only thing) what makes you feel so safe on this ship. With three coil gun and a rail gun mounted on such a small ship frame, it is definitely a deadly dangerous thing of its size. And also, the glass turret window provided a fantastic view of the interesting Europa sea and native creatures.
Monster detect sonar
is an extra protection which could keep you away from unfriendly fishes. It is a silent scanning system which could detect monsters within a radius of approximately 140 meters around your ship and show the position to you. However, you still need to be careful enough so you don't rush into a crowd of thrashers before you notice their existence. [postimg.cc]
Low CPU burden
makes sure this ship can be properly navigated by all sailors. With an default item number of 901, this ship would provide you with a good performance in most circumstances (although it could be little bit choppy on the very beginning of map loading).

ATK-89 was initially designed as a "light-attack submarine". The navy wanted it to be good in maneuver, heavily armed but cheap enough to be built in every shipyards. In the end, designers drilled some holes on a civilian transportation submarine and mounted it with as many guns as they can.
This ship soon became famous (notorious) for the unevenly large rail gun on the nose, which won him the nickname "Sardine", and its disability in defending as a war machine. After some bloody conflicts and heavy losses, ATK-89, or Sardine, was eventually replaced by better options.
Nowdays you can still see Sardines in some patrolling missions or guerrilla warfare, and also, many of them were sold to brave sailors with big ambitious. This ship might not be the best ship you can find for a safe journey, but would definitely be among the most recommended choices if you are looking forward to a funny voyage.
107 Comments
Mr.Shady 20 Jan @ 7:35am 
Hello, i have seen your submarine on a public lobby and started to inspect your sub on the subeditor. from a logical perspective, it makes no sense to have a junction box power 2 batteries to power the 2nd junction box which powers the rest. the reactors also seems to show me im only able to power 2400 Kw.

a simple fix is just removing the 2 batteries and connecting the first junction box to the 2nd, aswell as changing the nuclear reactors "Max Power Output" at a minimum to 3000 or higher. I have yet tried to understand your design of choice with the power supply, but the batteries don't work as with the configuration as you expected to be, from my perspective, especially in the long run of a campaign. nice submarine though!

if you need any help or advice, message me anytime. i have created 3 submarines, 1 drone and several component builds on my own. :pint:
Makkim 29 Oct, 2024 @ 9:03am 
That ship still works? with no issues after update?
Funkky moneky 27 Oct, 2024 @ 7:49pm 
My friends are complaining about "why the reactor isnt working" and are refusing to accept the ship is wired in series with the batteries
Sianae 28 Jul, 2024 @ 12:58am 
Re: wires - we figured out it was caused by some wires we had that were bugged for whatever reason
Davaned 27 Jul, 2024 @ 11:37pm 
Whenever we wire this sub the wires fall off after a short time. No wiring seems to stick. Is this a known issue?
sky serpent 14 Jul, 2024 @ 1:45pm 
Silent radar is not working right now
MioMelliot 20 May, 2024 @ 7:27am 
The silent radar is not working in the current update
QuietCat 3 Jan, 2024 @ 10:41am 
Love the ship though there's a notable issue with the doors on it at the moment. as they're marked with "Picked requried: crew" (as opposed to the default idcard) which works fine for people playing vanilla, however people trying to play with modded jobs do not have access to the doors as they aren't always in the "crew" tag.
Escrima 29 Oct, 2023 @ 9:52am 
Thanks for your creations
Doge the biologist  [author] 29 Oct, 2023 @ 6:24am 
@Escrima I assume it is possible, however I'm not investigating into this issue