Barotrauma

Barotrauma

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Prometheus Mk. II
   
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22 Apr, 2023 @ 2:04am
27 Oct, 2023 @ 7:22pm
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Prometheus Mk. II

Description
***(OLD VERSION, See: Prometheus Mk. IV for the newest variant.)***
( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3425153526 )

This Fuel Tanker turned Combat Boat now serves a mixed function. Used mostly for Cargo Hauling, as well as defensive maneuvers for when the fighting breaks out. While it lacks the original torpedos, grand turrets and bombs of other Combat-Specific designs, it makes up for it with bare-bones functionality, multiple middling guns, and a giant diving chamber in the nose (now equipped with functional 'Hammer Torpedoes' and retrofitted with an Area Denial System).

This sub is based off the Starsector ship, "Prometheus Mk. II", a fuel tanker outfitted with additional armor and weapons, and surprising works very well as a capital starship. Does not have Shields like the original, however.

Tier 3 Transport Submarine, Vanilla (No Mods).
Cost: 18,533mk Credits
Crew Size Needed: 4-8 (Single Player possible)
Cargo Capacity: Massive ~116 Capacity
Mounted Weapons: *2x 'Autocannons' (Twin-Linked Double Coilguns with a slower rate of fire and higher damage, but eats more ammo)
*2x Twin-Coilguns (Twin-Linked Coilguns, 2 per Periscope, with increased rate-of-fire; High damage but burns through ammo)
*1x Coilgun for Captain (single coilgun, increased rate of fire, on the same supercapacitor as the discharge coils)
*2x Twin-Linked Flak Cannons (nothing special, just four flak turrets, 2 per periscope)
*3x Electric Discharge Coils (increased range, but limited use)
*1x Depth Charge Launcher (Ammo Loader and Button on Command Deck)
*Hammer Torpedos (in Airlock, requires airlock door to be open to fire, button for launch are located on both the Command Deck and Airlock Controls)
Reactor Output: 15k
Max Speed: ~22km/h (41km/h with 'Turbo Charge' switched on, but only forward movement allowed)

*Features Included:
-Open the Airlock to allow either the Captain or the Airlock Controller to fire the 'Hammer Torpedoes' via a button.
-Water Suppression system in Reactor to prevent Fires. It is Automatic, and releases water into the flood zone on the Research Deck.
-Multiple helpful readouts on Command Deck so the Captain can keep up with: Supercapacitor charge, Airlock being Open or Closed, Sub Velocity, Depth. Battery Charge, and multiple Reactor alerts.
-ADS Turret in Airlock (in testing; button to let it fire located at Airlock Controls).
-Camera System on Command Deck, so the Captain can see around the ship.
-Color Meter in Engine Bay, so Mechanics can see how fast the Sub is going. Tis purdy.
-Actual Hammer Torpedoes. 3 of the nuclear red tubes. **See: Handle With Care**

NOTICE:
*
Reactor has simple Component controls to prevent Junction Boxes from burning out nigh-instantly, however it is prone to causing fires. Multiple hidden objects and books for some added fun and amusement. Waypoints should be functioning correctly for Single Player Campaign. If you encounter any issues let me know and I'll try to address them when I have a couple days off work.*

**Hammer Torpedoes: Handle with Care!
..No. Not railguns, those little tricks are gone. Actually handmade torpedoes. Hand crafted by me.

Just like before, you have to open the Airlock before you can launch. Then after a 1.5 second delay, the torpedoes arm and can explode. Humans, Monsters, even walls set these things off. And they are nuclear, just to be clear. There is no IFF. You open the door, hit the button and off they go on their own. Anything from the Airlock to the nearest Wall is going to be deleted. One use per mission, cost to rearm is about 3,000mk Credits. Reload at the nearest station upgrader when you can.**

E.S.S. Retrofit Engineer:
"Look fellows, I'm going to be straight with you. This tub was a starship. It lacks many features one might deem 'required' down here in the deep dark. There's no second hull, there's no onboard intruder alarm, and it lacked any real guns until we strapped all the coil mounts we could find to the sides. When it comes to questions of how deep it can go, it's better to just not ask at all. The last crew were Techno-phobes and we are still scrapping paint and bodies off the inner hull. So please, take it from me, this Baby will move your cargo, but it's going to be leaving a lot of orphans behind every time it sets sail."
1 Comments
Zeromentor  [author] 24 Apr, 2023 @ 12:14am 
I don't update the screenshots often enough. So the current submarine will almost always have a lot more decorations and visible features than the pictures you see. The overall layout, however, shouldn't change much.