Barotrauma

Barotrauma

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Northumberland
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24 Feb, 2023 @ 7:03pm
24 Jul, 2023 @ 4:25pm
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Northumberland

In 1 collection by Survivalist64
Steady Hour Shipyards
5 items
Description
Northumberland

Tier II - Scout

The Northumberland class research frigate could be most accurately described as a research laboratory with a submarine attached.

Designed to bring sophisticated scientific equipment to isolated regions far away from stations. Stay there for extended periods of time until the period of study has concluded. Initial prototypes (then known as the Aburne Class) were poorly armed and extraordinarily vulnerable - intentionally so as they were expected to enjoy Humpback or Typhon escort.

As political and environmental pressures have increased on Europa, the Coalition Navy has found itself increasingly focused on more important events than far-flung scientific investigation sites. Thus the Coalition authorized an up-armored successor to the Aburne Design - which became the modern Northumberlands.

The Northumberland perform a much-similar role to their defunct predecessors, mostly independent long-range research. Though an uncommon sight out of Coalition hands, its decent performance characteristics, complete equipment complement, and fair price-point have come to be respected by a specific type of submariner. Those who enjoy working with small but capable crews, being far away from stations, and careful planning will get the most out of them.
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Technical Specifications:
  • Price: 12500mk
  • Tier: II
  • Class: Scout
  • Top Speed: 21
  • Ascent: 18
  • Descent: 12
  • Cargo: 12
  • Reactor: 5000kw
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Weapons:
  • 2x Pulse Lasers
  • 1x Dual-Coil Gun
  • 1x Depth Charge Launcher
  • 1x Open Hardpoint
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Pros:
  • Excellent weapon complement
  • Complete manufacturing facilities
  • Simple Layout
Cons:
  • Flooding is an issue
  • Slightly Sensitive Junction Boxes
  • Sluggish For a Scout
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A Special thanks to the Barotrauma Community, especially the Techpirate Discord for all the help and advice they gave me.
44 Comments
Survivalist64  [author] 26 Oct, 2023 @ 7:09pm 
Well that's strange, glad to hear that the issue resolved itself for you.
Jebus Chrisps 26 Oct, 2023 @ 2:29pm 
After the crew and I died, our new id cards worked on the lockers. Very strange. We bought the ship after using a dugong so no idea what caused this.
Survivalist64  [author] 24 Oct, 2023 @ 2:16pm 
That is an odd error - running the ship without mods on my side both of these storage spaces run fine.

Check in the ship editor if they work - perhaps there is a mod altering permissions?
Jebus Chrisps 24 Oct, 2023 @ 12:26am 
Also the toxin cabinet..
Jebus Chrisps 24 Oct, 2023 @ 12:15am 
Hello, the secure locker is locked fer everyone including captains. ples fix.
Dubious 24 Jul, 2023 @ 5:32pm 
Seems like that did it. I let the bots walk around in the editor for a while, then I chased them with a gun for a while ;), and they seemed to walk and run everywhere just fine. Love this sub by the way, it's been in my favorites for a long time.
Survivalist64  [author] 24 Jul, 2023 @ 4:25pm 
If that does the trick, thank you! Uploaded.
Dubious 24 Jul, 2023 @ 3:23pm 
It is not fixed. However, I have fixed it in 1 easy step. In the sub editor, just click the yellow waypoint that's on the hatch until it turns green like all the others. Tested a few times after that and it was fixed.
Survivalist64  [author] 24 Jul, 2023 @ 1:46pm 
I've taken a look at it, though I do not know if it is fixed - You'd have to start a new campaign in all likelihood for the changes to take effect.
Dubious 24 Jul, 2023 @ 12:13am 
Bots get stuck on the ladder in engineering when trying to leave. Could you take a look at that, please?