Barotrauma

Barotrauma

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IMC HAVANA TRANSPORT
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12 Dec, 2022 @ 3:53am
11 Feb, 2024 @ 7:47pm
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IMC HAVANA TRANSPORT

Description
UPDATED: 02/11/2024
Updated pathing for AI compatibility.

INTERSTELLAR MINING CORPORATION
Search for IMC on the Workshop to see our other designs!
All IMC Vessels are completely Vanilla!

THE HAVANA TRANSPORT
The IMC HAVANA is a fast heavy transport vessel made to traverse the most dangerous trade routes of Europa. Only available for purchase used, most of the available HAVANA's have been converted to live-in submarines capable of sustaining a fairly large crew. The HAVANA boasts large target defenses that can fend off the toughest of pirates while a complimentary combat shuttle engages smaller targets.

Featuring plenty of cargo space, hydroponic bays and ample living quarters the HAVANA will support your crew on long voyages while providing plenty of storage for everything you may find along the way.



Class: Transport
Type: Tier 3
Size: Medium ( 63 X 14 )
Crew: 5-12
Experience: Intermediate
Cost: 42,500 marks



Armaments:
Ventral Flak Cannon
Dorsal Triple Linked Hardpoints (2 empty hardpoints)

Defenses:
Reinforced Glass
Heavily Armored Dorsal Rear



TRIPLE LINKED DORSAL HARDPOINTS:
3 Top Mounted Hard Points are linked together for targeting and fire controls. Each hardpoint features its own linked ammo loader. This allows you to equip and fire three different weapon types at the same time for defense penetration or mount all the same guns for heavy fire rates.

FLOODABLE HYDROPONICS:
The Hydroponic Bays can be flooded knee-deep and are equipped with unseen platforms to prevent any "accidents" from unstable crops. Enable or disable controlled flooding with the flick of a switch.

REMOTE CONTROLLABLE SHUTTLE:
The included combat shuttle can be remotely controlled from the sub's command room. This allows the captain to take over control of the shuttle at any time. Send in the shuttle to help EVA crew, bring rogue crew back to the sub or use the shuttle to scout dangerous areas.

MULTI-PARK SHUTTLE
The included Combat Shuttle can be parked on the upper rear deck to protect it from bottom collisions. The shuttle will require upper EVA in order to be used when parked in this position.



Features:
Triple Linked Dorsal Guns (2 Empty Hardpoints)
Two Safety Hydroponic Bays
60 Crate Cargo Capacity
TONs of Storage
Full Crew Facilities w/ Cafe
Upper/Lower EVA Bays
Ballast Flora Drains
Full Size Medbay
Wi-Fi Room Tagged Terminal Comms w/ Shuttle Link
Dedicated Security Room


Deployables

IMC HAVANA COMBAT SHUTTLE

Class: Combat Shuttle
Type: Shuttle
Size: Small ( 7 X 4 )
Crew: 1-2
Experience: Beginner

Features:
The HAVANA Shuttle is a very fast and agile fighter that comes equipped with a forward mount rapid fire coil gun. Easily keep up with or out maneuver your enemies in this streamlined battery powered fighter.




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30 Comments
Blacklight  [author] 9 Sep, 2023 @ 4:57am 
Bitcoin Barry:

This sub starts with battery power on. Switch to reactor power for when you are docked at stations or outposts. It consumes no fuel while docked. This sub consumes more power than most stations docking ports will supply. So, the battery will drain even while docked if using battery power.

The upper docking port will “help” charge sub’s the batteries while the lower docking ports will power whatever is connected to them.
Blacklight  [author] 9 Sep, 2023 @ 4:56am 
Hydroponics. I have added two lockout switches with lighting to force lock the Hydroponics doors specifically for when playing with bots.

Shuttle Area AI. I have adjusted pathing and it should work better. Pathing into and out of shuttle area should be much improved. Shuttle starts with Hatch set to Open

Top Berthing Area. I have added an auto shut timer to the door for you. Always good to remember to close doors behind you on a submarine though.
Blacklight  [author] 9 Sep, 2023 @ 4:55am 
Sorry guys. I was away from game for awhile with newborn. I am updating my subs and will fix what issues I can. I have updated and addressed all requested issues. The issues I can not fix are below.

Ullatec:

AI Captain/Sonar. Unfortunately, this is an issue with AI Captains. There is no way for me to tell them to use the correct terminal. The AI Captain will try to control the sub from the Remote

Reactor. Are you using any others mods that may affect reactor? I can not reproduce this issue. With reactor auto control turned “off” the Reactor Control Circuit seems to handle the reactor fine. If you turn auto to “on” the reactor runs with default automatic settings. Which also seems to work fine.
RemieSchwarzkopf 27 May, 2023 @ 10:59am 
[Continued] Although I'll admit that I do not have a lot of experience in shipbuilding, I think these problems are quite straightforward to remedy (from my redneck fix atleast):
- The docking hatch can be set to simply be kept open when the shuttle is docked
- Add an additional hull block for the Shuttle EVA Airlock, and extend the AI path line down a bit more so that the bots can reliably reach leaks down there
RemieSchwarzkopf 27 May, 2023 @ 10:59am 
Also, I have issues with the bot pathfindings. Like others has said it before, they seems to congregate around the docking ports (both the mothership and shuttle) & the shuttle EVA airlock.

Although I can redneck engineer the docking hatch (forcing it to open except on excursions), the EVA airlock cannot be solved with the same manner, requiring manual intervention (and if I dont force the inner hatch closed, it will crush the crew to death [Like when you go outside the sub without a diving suit]) and waste a lot of my medical gear as they burn each other with the welding tool. For now Fix Foam Grenades works best to fix the problem, but having this issue in the first place does hinder the enjoyment of using this sub to an extent.
RemieSchwarzkopf 26 May, 2023 @ 4:18am 
Could you make a variant of this sub without the included items (diving suit, tools etc.)? I need to spend like 2-3 hour reorganizing things when I got it in the campaign as I need to remove lots stuff from the sub I don't actually need. Perhaps make the price lower for empty ship
Nasty Dog 6 Apr, 2023 @ 10:17am 
So how exactly does power work on this sub? It seems to tank battery if it's docked at a station, so I was curious what I was doing wrong haha
Ullatec 26 Feb, 2023 @ 11:33pm 
Top Berthing area. I went out with a guy to loot mobs, but came back in via the botom one. The outside door was still open and it wouldnt let me open inside door to go in and close the outside door.

I had to keep the reactor on auto (even with 4 fuel cells in) or id get not enough power filckering every 30 seconds or so.

Some of these issues might be me not fully understanding game mechanics or mods not working together, i diduse your preditor one for awhile with a shuttle and dont recall a problem there.
Ullatec 26 Feb, 2023 @ 11:33pm 
Found your ships last week and really love them.

I have ran into a few problems with this one, which might be engine related, and a few might be my problems and a few might be ship ones.

Sonar/Captain Issues. If i tell a captain to navigate and hold posistion, he goes and uses the sub station one and not the ship one. Sonar on Main ship. It acts like its partialy working. If i install any sonar change, it only shows part of it on the ship one, but on the sub one it works fully like intended.

Hydrioponic areas. Im play with bots so that could be a problem, because everyone seems to open up the doors and leaves them open. Which makes having water running for certain types of plants useless.

Shuttle area. Bots seem to congragate betweenn the shuttle port while going down to do maintance or whatnot. Ive tried limiting it to 1 bot to do each roll for repairs and they all end up still playing poker in that area with diving suits on.
Blacklight  [author] 29 Dec, 2022 @ 9:24pm 
Krexin: Really glad you and friends are enjoying the sub. The shuttle has to be docked to the main sub and powered off in order to recharge its battery.