Barotrauma

Barotrauma

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Trieste_(old)
   
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11 Jan, 2023 @ 10:04pm
14 Dec, 2023 @ 4:34pm
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Trieste_(old)

Description
Stats and features
Tier two scout sub
Priced: 24,000 mk
Cargo capacity: 18 Crates
Size: 33x19m
Max Speed: 31 km/s Horizontal, 20 km/s Vertical

  • Large hardpoint
    Dual coil pre-installed
  • 2 Small turret hardpoints
    2 Chainguns pre-installed
  • An Automatic discharge coil
    Located atop the bridge
  • Balanced reactor controller
    Togglable on the bridge, also includes a crude sprinkler system so the engineers don't have to be immolated on top of being irradiated
  • All three crafting stations and a research table
    With linked large lockers of course
  • Various Color coded displays
    Two for reactor temp, Two Indicators for the Beam cannon's current charge, a depth gauge near the airlock that displays the required suit color, Battery charge%, Fuel level, and a couple other indicators for the ship's unique systems.
  • The "Hyper ballast" system
    When enabled the Hyper ballast system allows the Trieste to flood it's two lower ballast tanks extremely quickly by bypassing the pumps and directly flooding them. The system is much more resistant to ballast flora than conventional ballast control but intern has a tendency to ingest fauna and other interlopers.
  • The Sodium Ion Beam cannon
    By integrating a poorly understood Alien generator into a poorly implemented Molten salt reactor the engineers at subsurface electric have created an exceptionally dangerous and cost effective directed energy weapon. The Beam cannon is controlled by the periscope on the bridge with the ballast tanks situated around it to shield the crew from the highly radioactive device. Don't forget to keep it and the reactor loaded and don't stay too long in the compartment.
  • Subsurface electric™️ automatic battery backup
    Charges/discharges automatically to prevent undervolting
  • An Automated flood management system
  • And Dugong style auto doors

In game Description
The Trieste is a High end research vessel built with the utmost focus on speed, stealth, and a laundry list of Qol features, at the cost of safety and efficiency.

Notes
Started building this one just wanting to adapt the (Irl) Trieste's interesting bathyscaphe hull into a sub. Over the course of building it the shape and features mutated quite alot, bordering on feature creep but I think the final package focused on maneuverability and the Cannon came out good.

Dan murphy 2023: "The design is very human"

Trivia: The Trieste was a bathyscaphe (self propelled submersible without active buoyancy control) built in 1958 that in 1960 became the first of only four vehicles to ever carry people to the bottom of the challenger deep, the deepest known point in earth's ocean.

Link to my other subs
12 Comments
Steve_the  [author] 28 Apr @ 5:51pm 
It's pretty unlikely I'll revisit it myself as I personally don't think it'd be super interesting to build or play. But if you do go for it, since I made this they added the ability to rotate walls so you'll also be able to get a much more faithful hull shape instead of the funky 747 nose I went for.
arb0 28 Apr @ 5:22pm 
I've been thinking of making a Trieste design, and I like looking over your ideas here. I am extremely curious as to how a design could go if the design adopted a design more orthodox to the original one. The livable portions are restricted to the bathysphere portion and the vertical trunk leading into Trieste's 'sail', the surrounding upper structure is left 'wet' for ballast tanks and any additional machinery. I think it's an exciting possibility, I hope you revisit this sub design in the future.
Steve_the  [author] 5 Dec, 2023 @ 4:01pm 
Many such cases
CaptainBadger 5 Dec, 2023 @ 3:12pm 
Ah, so it's not really possible to fix.

Honestly, not a problem, it just looks weird but oh well, what're you going to do, it's still a great sub.
Steve_the  [author] 5 Dec, 2023 @ 2:34pm 
Yeah that's been there since I published it, it's a visual problem with how the hulls fill/drain inherent to the game's engine.
CaptainBadger 5 Dec, 2023 @ 2:20pm 
Just as a heads-up, I've noticed that when the ship floods, there's an odd area just to the left of the research bench that has the water floating in midair and spiking abnormally, I've checked in the editor and the gaps *look* fine, but I thought you might want to know.
Steve_the  [author] 5 Dec, 2023 @ 12:47pm 
Np
CaptainBadger 5 Dec, 2023 @ 12:15pm 
Many thanks sir.
CaptainBadger 4 Dec, 2023 @ 9:28pm 
I do love the concept of this sub, but I'm currently doing a modded campaign that includes Enhanced Reactors and I find that whenever I spawn this ship in, the reactor is vomiting radiation everywhere and it eventually explodes rather violently; even if I remove the rods from the reactor and dump them in the water, the reactor and the superconductors it's supposed to feed seem to degrade to complete uselessness. I am loathe to ask, but is there any chance you could take a look and see why this is happening?

Once again, many thanks for creating a genuinely unique addition to the game.