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SEAWOLF - Stealth Torpedo Sub
   
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16 Mar, 2023 @ 1:34pm
20 Mar, 2023 @ 10:01pm
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SEAWOLF - Stealth Torpedo Sub

In 1 collection by DuckiestHydra
Vulpine Dynamics Shipyard
4 items
Description
The LS67-K “SEAWOLF” is a line of older model class-K submarines refurbished to include updated fabrication facilities, a new stealth module, high tech torpedoes and computerized systems. Also features an innovative power solution from Horn & Wang and brand-new flak cannons from Ampère. Sadly this upgrade package comes with a hefty price tag, when asked to comment on the matter a manager overseeing the project simply blamed the low supply of “hardworking unpaid interns”.

Tier 3 - Price: 36,000
Dimensions: 64x18 - Item Count: 2,500
Cargo capacity: 28 Crates
Recommended crew: 6-9 - Intermediate

Torpedoes
Features two periscope-controlled torpedoes with nuclear warheads fired from a dedicated tube section. Using the torpedoes is a two-man operation with one controlling, and one guiding the gunner via the torpedo sonar monitor. Replaced by using the “replace shuttles” option at stations and rearmed with your railgun shell of choice through the service hatches. It is recommended being stationary when firing.

Stealth Systems
Features 3 stealth assisting systems that are all turned on at once at the helm. Note that creatures will always spot you if you get too close to them stealth mode or not. Stealth is complicated, a lot of things make noise like the reactor and crew walking or running inside the sub. The hull itself will make noise over a certain speed. If you want true stealth you need to take all of these into account.
- Sight: An advanced passive sonar system that allows you to see much further than normal sonar.
- Noise: Throttles the engine to run at under 25%, this makes the engine silent for creatures sensitive to noise.
- Visibility: Turns off all exterior lighting, this makes the sub harder to see for creatures sensitive to light.

Computer
A command-based computer system that allows you to control the batteries, supercapacitors and automated power systems on the ship by typing in commands.

Automatic Power Control
Enabled by default this system controls battery and supercapacitor charge rates. Capacitors will temporarily boost their charge rate to 90% when charge drops below 20% and reset back to 40% rate when fully charged. Batteries will dynamically supply power to the grid giving stability while the reactor ramps up. It will also control its charge rate according to draw and charge %.

Smart Airlocks
Airlocks that fill and empty stopping water shock. Airlock will also empty automatically when no players are detected nearby saving the captain some hassle. You can skip the cycling.

Ammo chute
Running ammo between engineering and the gunnery is my favorite past time but it isn’t for everyone. The ammo chute allows you to easily pass ammo from engineering into main ammo storage.

Medbay Emergency Room
When plan A has gone to ♥♥♥♥ medical offers a controlled environment for treating patients with a waterproof battery connected to a pump and the fabricator allowing you drain water and fabricate emergency supplies. Two indicator lights place outside to indicate your wish to remain undisturbed.

Other notable features:
- Excellent flood resistance with dual sensors for each room stopping both a bottom and top runaway flooding effect.
- Recharge stations are equipped with a power cutoff, stopping them from constantly drawing power saving this sub about 600kw in usage.
- Full sensor array giving warnings for hull breach, intruders, meltdown, fire and oxygen.
- Heads up display in helm giving info about power usage, battery charge and reactor fuel.
- Dual fabricators for some heated engineer gameplay.
- Two exterior cameras for the captain.


Known issues:
- Torpedoes sometimes fail to reset their visual countdown bar, this does not affect the function of the torpedoes.

A sub mostly made to fit in with the vanilla game balance and price wise while adding a bunch of quality of life features. It’s a lot shorter than it looks due to the decorative fins on the front and back. A thing that might a problem is the item count of this sub. It sits at 2500 with equipment, to make up for this I’ve optimized the lighting and hidden a lot of the more complicated components, but I still want to keep a lot of the circuitry open for ingame editing. It might be hidden in the walls but its accessible with a plasma cutter. I’ve measured a 15-25% decrease in performance compared to the Winterhalter which isn’t great but I’m not really willing to cut anymore features then I already have. I have tested this submarine extensively in singleplayer to make sure this sub is very AI friendly, they ofc can’t operate the torpedoes or the computer and brute force the airlocks but they will be able to pass through them. I decided to add a second docking hatch at the bottom airlock to add increased functionally for mod support or whatever, but this was more or less an afterthought and might not work in certain situations due to the close proximity to the double coilgun collision.

Credit where credit is due:
Vanilla Torpedoes - Garother
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2414548653
Ultra Optimized Perfect Airlock – kwogger (Slightly modified)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2625060379

Containers do not autofill so mod items will not spawn in them
Made for campaign
6 Comments
Klaus Ze Flammenwerfer 30 Jul, 2023 @ 8:40am 
A workshop sub that doesn't have 8 large weapon hardpoints??? no way a person in barotrauma community actually knows how to balance their submarine
Tali 11 Apr, 2023 @ 9:20am 
I agree this dev is very bad
Antinomy 4 Apr, 2023 @ 2:11pm 
I would still at least remove "roof" over them to prevent accidents :)
DuckiestHydra  [author] 3 Apr, 2023 @ 10:52pm 
The torpedoes were made to be situational, using them as generalist weapons, one manning them or using at close range just won’t work. They are better used for high value targets that you know the location of, think mission molochs and pirate vessels. I can see the argument of having a version with dumpfires that the captain can shoot from his nav terminal but at that point a static railgun would be better. :diverhusk:
Antinomy 3 Apr, 2023 @ 9:23pm 
It's a bit too easy to blow yourself up with torpedos. In the description the first link to the torpedos author is wrong, just a duplicate of second one.
But I checked it, and would recommend replacing current one with just fast straight-forward moving from same author.
Tali 16 Mar, 2023 @ 2:19pm 
MY FAVOURITE SUBMARINE VERI GOOD HIGHLY RECCOMEND, (ps please release my wafie and children, then have suffered enoguh) :kazuki_ag: