Barotrauma

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Triton E
   
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30 Dec, 2022 @ 2:39pm
9 Jul, 2024 @ 2:43pm
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Triton E

Description
DESCRIPTION
The Triton-E is the export variant of the venerable Triton attack submarine and is sold in the Europan Ridge and Aphotic Plateau regions. This variant only comes with four turret hardpoints but is fitted with an electrical discharge coil as standard.

Rumours are that this vessel came about due to concerns from the Europa Coalition that the original Triton was just too well armed and easy to acquire, resulting in an unacceptable amount of them ending up in the hands of dastardly pirates - and even worse, the Jovian Separatists!

As such the original Triton class is only being sold to trusted submarine Captains that manage to make it though to the more dangerous regions, while the Triton-E is now widely available to everyone else that safely passes through the Cold Caverns and manages to make it to a Coalition outpost on the Europan Ridge and beyond.


The original tier 3 Triton can be found via the link below:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2585711675


FEATURES
  • Vanilla friendly tier 2 submarine - despite a few buttons hidden behind some decorative objects to provide some aesthetics I've tried to make this as close to the base game subs as possible, as a result you won't find any invincible machines, walls, infinite storage or a super-fast engine.
    The 2 initial coilguns and 2 extra turret hardpoints give the player the ability to make the Triton-E as weak or as powerful as you like depending on your preferred style of play.

  • An automatic reactor setup that's got some limited customisation options and isn't an insane source of unlimited power, you'll need to make sure not to push the sub past its limits otherwise that reactor's going to struggle. Just remember not to mess with the reactor settings unless you know what you're doing, those are only for skilled Engineers to adjust every time the reactor gets upgraded at an outpost.

  • Oxygen generator power saving system - The O2 generator will only switch on whenever it detects that the oxygen level drops below a certain point in any of the key locations on the sub. This feature can be toggled off and on by pressing the button on the oxygen generator itself.

  • Engine and ballast pump cutoff lever - This can be used to save power when the sub is sitting on the bottom somewhere and you've got crewmen venturing outside, or more likely when you've been infested with Ballast Flora; in which case cutting power to the ballast pumps will prevent the flora from seizing control of the doors/hatches, allowing you to drain the water and kill it more easily.

  • Auxiliary battery power that comes on automatically whenever the reactor shuts down or is struggling to cope, this can provide just enough power to the engines and ballast tanks for several minutes (providing you don't go crazy on the helm), which should be more than enough time to replace a used fuel rod, or to run silent and try to quietly escape from the Abyss monster that you'd rather not fight!

  • Rudimentary surge protection. Nothing fancy, just enough to save your junction boxes from all but the most reckless of players out there.

  • Lockable doors (including outer airlocks) - When you've got a crew that you can trust or are just playing with bots, you can leave the doors to the Brig, Medbay and Armory unlocked so that you don't have to worry about leaks flooding entire sections of the sub just because someone doesn't have the correct ID card.

  • Automatic doors identical to those from the Humpback in the high traffic, low risk areas, while the high risk areas such as the reactor room, junction boxes, ammo magazine 'etc' use the same manually opened doors that can be found in the Dugong and Typhon subs. This helps to prevent damage caused by both fire and especially flooding due to careless players or bots getting too close to the doors while others are dealing with the emergency.
    Please note that all the wiring and logic components have been left in place above each of the doors, that way anyone wishing to make any changes to them can easily do so in the submarine editor.

  • The Large Turrets can be toggled on/off by the Captain - Ideal for when you've got bots or trigger happy players manning the turrets and who seem hell-bent on wasting expensive ammo, or you just want to prevent them from firing that Rail gun with the nuclear shell at point blank range.

  • Upper and lower airlocks. The lower one is ideal for salvaging wrecks while the upper one is great for repairs, or if you're using a mod that has drones like the EK Armory mod, then the larger topside airlock doors allows the drone to easily enter and leave, giving you somewhere reasonably safe to use the maintenance tool on it.

  • A Captain's independent exterior camera system that you can use to switch between the two different cameras by simply clicking the left mouse button.

  • A Brig. Complete with a lockable door and bunks, ideal for unruly crew-mates or prisoner transportation missions.

Known Issues
  • If you started your campaign using a submarine made via the editor or from the steam workshop and the content creator forgot to add the correct ID tags to the spawn points, then you may not be able to open many of the doors or containers. This can be fixed by going into the sub editor and removing the appropriate ID tags, but be warned that this will allow everyone access to them.

  • In order to prevent bots from opening the exterior airlock doors and killing themselves whilst repairing them, the outer airlock doors are locked by default, the Captain or any Security personnel can click the nearby red door button to turn it blue, this will then allow anyone to use the airlock door - just remember that you open the airlock doors by clicking on the door itself and NOT the button.

Disclaimer
Be advised that this is NOT a mod, this is just a custom submarine that was created with base game components using the in-game submarine editor, therefore it should not interfere with or cause any issues with the base game itself or any mods you've installed.

Message from the creator
This was created by special request, as back when the original Triton was released you could pretty much just buy whatever submarine you wanted as long as you had the cash for it.
When update 0.20.14.0 came out it changed the game mechanics slightly so that you could only buy the higher tier submarines the further you progressed during the campaign, essentially making it so that you can now only buy the Triton in outposts found in the last two regions.

With the Triton-E I've added a slightly less powerful, yet lore friendly variant of the Triton that is only tier 2, which means that you can purchase it from any military outpost or colony in the Europan Ridge biome, which means you'll still need a starter sub like the Dugong, Barsuk or Camel to make it through the Cold Caverns intact, but I'm guessing that won't be too difficult for most of you reading this. ;)

Enjoy!!

All the best,

Capt. Robertson




CREDITS
Oxygen Automation System by Badgerman
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2419010949

DIY Reactor Controllers by Ignis
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2296569779

Switchable Camera Periscope by Endy
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2130366606

Deck design and layout ideas from subs including:
EK Marauder Mk-V & EK Reliant Mk-VI by Videogame.
Typhon, Humpback, Dugong and Kastrull by FakeFish/Undertow Games.
8 Comments
Flightless 27 May, 2023 @ 9:47am 
Thanks for answering.
Captain Robertson  [author] 27 May, 2023 @ 9:45am 
Not at the moment as I'm focusing most of my free time on the current Space Engineers series, Return to Earth.

Maybe at a later date though.
Flightless 27 May, 2023 @ 8:56am 
Ever plan on making more subs?
Captain Robertson  [author] 31 Mar, 2023 @ 12:50am 
Sorry Djmonster, I've just done even more testing and I can't replicate your issue with the turrets, they work fine for me and I can change them and even uninstall them and leave them empty with no problems at all during the campaign.

My best advice would be to check the mods that you've got installed to see if any of them are causing issues.
It might be worth noting that there's been some changes to the campaign since the last patch and it might just be that some outposts may not be able to do certain things, or you might need more rep with the owning faction - again this will need to be something that you can check on your side.

As mentioned below (and in the disclaimer above) this is just a sub made using the in-game editor using stock base-game components and shouldn't cause any problems.
Captain Robertson  [author] 29 Mar, 2023 @ 9:24am 
No idea why you're having that issue as they use the same turrets and periscopes as the vanilla submarines.

In fact I play using several mods, including the EK Armory mod and I've been able to change the turrets on both the Triton and Triton-E okay so far.
Djmonster 29 Mar, 2023 @ 9:02am 
This is a great submarine, but when you play with mods, but you can't change guns.:steamthumbsup:
Captain Robertson  [author] 22 Mar, 2023 @ 11:26am 
Thanks, I might do at some point in the future, especially after I've finished the current Space Engineers series I'm working on and have more free time.
Pressure Cooker 22 Mar, 2023 @ 9:39am 
Hey! I know these things take a long time to make, but this is a perfect chassy. Not because it's op, but the layout. Without a doubt, this is my favorite sub. But could you make some more, new subs? Thanks!