Barotrauma

Barotrauma

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Riftpiercer X91
   
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28 Oct, 2022 @ 1:17pm
6 Nov, 2022 @ 2:54am
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Riftpiercer X91

Description
New Modpage
New updated version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3166677198

Last updated: 06/11/2022, v1.1.2

Submarine Information Scout (Tier III) Price 7500mk Size 42*10m Cargo capacity 36 crates Recommended crew size 3-5 Horizontal (stock) speed 30 km/h Vertical speed 23 km/h (-18 km/h)

The “Riftpiercer” prototype X91, is a specialized, forward-stealth scout-cruiser, capable of navigating through hazardous and unexplored depths. While designed to be a sleek, hydrodynamic, undersized sub, it still features considerable elements of versatility and endurance. Crew ideal is 3-5, it was designed to be operational with 1 to 2 for emergency scenarios.

Features include:
  • Advanced bridge control interfaces, featuring global system switches, terminal commands, and automated ship status. System power management is necessary for mission success.
  • Evolved ballast system, acting as double-hull with 10 individual ballast sections, all with tap-out functionality (11 total with shuttle attached). All of which can still be repaired from inside.
  • An advanced, micro-sized shuttle, featuring personal and goods transport as well as remote self-destruct/bait drone.
  • 2 advanced multi-cannon periscope interface, able to switch between all of the ship firepowers only using control inputs.
  • 4 short-range automatically targeting pulse cannons, able to counter lower foreign threats unattended.
  • 1 main rail cannon, with optional pulse gun synchronization for ultimate firepower output.
  • Rader-controlled rail cannon for super-long-range targeting (deliver payload outside of visible ranges).
  • 6 automatically targeting electric coils, able to stun foreign threats that have reached the outer hull.
  • 5 smart cameras, giving the captain 360-overview of the ship through a single periscope
  • Stealth mode, non-emergency lights and systems can be disabled to allow near an invisible ship operation. Lights from cannons and cameras are only active when operated through a periscope.
  • Compact and functional transport storage, able to store 36 crates in total (4 of which are in the shuttle).
  • Smart doors and hatches, open by default under normal operation with lock-closed functionality. In case of a water breach, the adjacent doors and hatches will automatically close. They will automatically reopen when a crew member is detected just outside the door (unless it has been locked).
  • 2 fast-eject, smart airlocks, allowing the crew to quickly dive outside from the bottom and top of the ship.
  • 4 battery array system, allowing reactor-less operation for shorter timespans. They power the ship's systems without the risk of overvoltage and keep the reactor load stable.
  • A secure ship-wide interface, all buttons require ID to open and use ship functionality. (So do not throw away ID cards unless it is a damn traitor).
  • Ship systems incl. Deconstructor and Fabricator in Engineering, and Medical Fabricator in the Medical Bay.
  • Central ship Armory containing the crew weaponry and cannon ammunition with cannon loaders.
  • Unwanted material eject shute in Engineering.
  • 2 auxiliary ship control and terminal interfaces (Engineering and Engine).
  • Key systemwide-metric displays in multiple compartments (Fuel, Battery, Depth, and Oxygen).

The Riftpiercer design was inspired in part by the Hierophant SRV and Humpback. Auto-cannon design was inspired by the Iroh. The turret/camera light function was inspired by Barotronics. While sporting considerable complexity with +5k items (+4k of which are electrical components/wires), the sub was designed to be performance friendly and should run fine on most systems, especially since the Hoist the Sails update.

The electrical systems were designed to be intuitive and self-explanatory, and a new crew be familiarized within a short duration.

Is it overpowered? Hell yeah, it is, or- well, it depends. The complex additions are designed as quality-of-life solutions, allowing the crew to focus on their mission. The autocannons, auto-dischargers, double hull, warning systems, water breach system, and so forth enable more space for mistakes, but is not foolproof - use it to not rely on AI crew and turn up the difficulty! There is no unlimed reactor output, so difficult decisions, prioritizations, and preparations, are required to ensure the outcome of combat, and even more so without upgrades.

Warning: Bots will struggle / cannot repair the outer hull. It cannot be fixed due to AI limitations. Nevertheless, this trade-off is well worth it, trust me.

Overview:














22 Comments
lufeeeee  [author] 12 Jan, 2023 @ 8:22am 
@CottonCandyFaygo Thanks! I would recommend the updated variant here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2885716809
Lord Pop A Squat IV 9 Jan, 2023 @ 1:35am 
I fucking love this sub. It's so fun to use in sigleplayer
lufeeeee  [author] 5 Nov, 2022 @ 2:16am 
The diving suits are intentionally stored in the diving compartment and shuttle. I think it is fine to make some travel necessary, after all the sub is not that big. I would recommend instead just storing a couple of diving masks in each of the rooms' supply lockers.
Whobbit 5 Nov, 2022 @ 1:42am 
Nice sub!
What about more diving suit stations in the different rooms?
lufeeeee  [author] 4 Nov, 2022 @ 7:03am 
v1.1.0 just dropped, here's the changes:
New ballast tap-out system. Ballast door delay will depend on the ballast water level and the ballast high-pressure state. When the ballast hatch/door is open, the ballast bilge will be powered off. It also allows rapid switch on/off now.
New ballast indicator. The ballast button light will show (Orange) whether the door is waiting for water to drain.
New ballast high-pressure indicator. Any major ballast breach will be visible via a warning light beside the button.
New docked charging. Outpost charging will proceed through the battery array, instead of directly into the sub-power system.
New airlock indicator. The airlock button light will now show (Orange) when the dependent doors are closed and that it's ready to open.
Changed the airlock hatch motion detector, making the system more predictable.
lufeeeee  [author] 4 Nov, 2022 @ 7:03am 
New low battery warning. When the battery system is below 20%, the crew will be warned in the chat and with ship-wide alarms.
New electric coil light indicator. Each coil has an indicator showing whether the auto mode is active.
Changed pulse cannon light. Each cannon has an indicator showing whether the auto mode is active.
New battery auto load system. Now uses math to figure out its input per battery. Apparently, reactors were changed in the last update and are no longer penalized for having a load greater than capacity. That change makes this approach viable.
Changed total battery indicators to show 100% max.
Fixed some wire visibility issues and cleaned some logic out.
New ballast emergency light that turns on when its open.
Changed shuttle battery to total 100% and applied similar ballast fixes
natural stupidity 3 Nov, 2022 @ 1:21pm 
Its too overpowered my pc is burn out
Projekt Pleasure 2 Nov, 2022 @ 2:07pm 
i actually agree with your POV.
I did enjoy having such horrible moment when everyone is yelling at each other :)



And in terms of fully charging batteries before use... they usually are, its just that we have A LOT of swarm missions or kill this/that mission, at this stage in the game they take quite a while which leads to the depletion of batteries.

still, good sub & everything is thought of well, if you update it to nerf the reactor i wont be updating the riftpiercer.
lufeeeee  [author] 2 Nov, 2022 @ 3:22am 
@Projekt Pleasure thanks for the feedback!
Balancing wise I think its more interesting when the power output is limited, especially without upgrades. Going to add this to the description. Nevertheless, its has power management levers, e.g. turn off the oxygen generator and you 1 kW free right there.

As a captain, you must ensure the batteries are full before combat, and that the most critical systems have plenty of power available. Using engine costs power, using ballast costs power, bilge costs power, diving equipment etc costs power. You can even disable autofiring for electric coils or cannons, if you want to prioritize other systems in combat.

I suspect it would actually be fine to nerf the reactor more (about 16%), but that needs some testing
Projekt Pleasure 2 Nov, 2022 @ 1:00am 
-Opinion
using this ship in a 60% difficulty campaign and well... the auto guns and other QoL features make this ship a breeze to handle, for 2 crew members were doing rather well keeping everything operational-ish.


-Drawbacks
swarms of monsters or single tough targets are the greatest weakness for this ship, as well as the slow reactor. but aside from that its overall design is easy to work with.