Barotrauma

Barotrauma

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30 Apr, 2023 @ 2:48pm
12 Jun, 2023 @ 2:24pm
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In 1 collection by uberdrück
Demergo Exonautical
4 items
Description
Tier II Scout / Minelayer
A capable scout vessel for a mid-sized crew. It relies on speed and stealth to ambush enemies with self-propelled mines.
  • Working AI waypoints, vanilla components and very few pre-spawned items. A few instances where component stats were edited, with balancing drawbacks.

Stats:
Dimensions: 47x17m
Volume: 307m²
Top Speed: ~26 km/h
Weapons: 2 Coilguns, 1 Flak Cannon, 1 empty light
Crew: 5-10
Cargo: 8 Crates
Price: 18000 mk

Mobile Mine System


A practical solution for many problems. Each of the units can hold 4 conventional explosive charges (grey cylinders) and a depth charge (clamp at the bottom), making them nuclear-capable. Charges are not included in the buying price, but there is a small starting stockpile of explosives in one of the secure weapon lockers.
  • Control Modes:
    • Sonar: Mines can be steered from the shuttle console in the control room, like drones. Use the "select Mine" button to switch to another unit, and the "detonate" button to trigger the mine remotely.

    • Manual: Direct control via periscope camera feed. Hold the trigger to steer the mine in the direction you're looking, or clock to dock/undock. Clicking three times within a short period will detonate the mine. The light at the center will indicate each trigger stage; a red flashing light means the next click will trigger the explosion.
  • Autopilot:
    • Hold Position: Mines will keep station if there's no control input. This applies by default to mines that are not selected, or if the trigger is not pressed in manual mode. Using sonar control will override the autopilot for the currently active mine.

    • Follow: Mines will try to keep their position relative to the submarine, and can travel in formation with it. Only possible if manual control is selected.
  • Proximity Trigger: An onboard motion detector can trigger a mine if a target is within range. It does not distinguish between humans and other creatures. The proximity trigger can be switched off in the control room (affects all mines simultaneously).

  • Safety Overrides: By default, mines will not be armed within a certain range of the submarine (about ten meters from the outer hull). Status lights will turn from green to red outside the safe zone. Using the safety override switch will disable this feature and the mines can be detonated as soon as they're undocked, regardless of distance. It must be done manually for each mine.

  • Bay doors: The mine bay is protected by a hangar door, with a secondary entrance via the lower airlock for maintenance access.

Main Features:
  • A silent mode can be activated in the nav console. The reactor is put into standby, and engine power is reduced to silent levels. Light colors across the ship will change, to remind the crew to avoid making noise.

  • A surge protection system that uses weapon capacitors as buffers to store excess power during overloads. The amount of capacity reserved for the buffer can be modified. It allows for some aggressive maneuvering, but it must be given time to recuperate after activation.

  • Engine power limiter with 4 levels. At the highest level, additional power will be drawn from the batteries, and the top speed can't be sustained for very long. Lower settings are quieter and more fuel-efficient, and make steering more precise.

  • Battery and capacitor charging is largely automated, but you can set general parameters to influence charging speed.

  • Water-sensitive auto doors and improved duct logic help to contain flooding.

  • An alarm system that will activate under different conditions, such as flooding or fire, and change light colors. Alarm sirens can be silenced manually.

  • Normal and medical fabricator.

  • Ballast drain system to make inspections easier.

  • Automatic reactor standby when docked, can be turned off when docked to abandoned outposts.

  • Configurable light colors for normal operation, emergency, and silent mode.

  • Two auto-cycling airlocks.

Additional Notes:
  • Mines that are triggered will be disabled permanently, they can't be repaired or retrieved - this will also happen if no explosives are inserted.

  • You need to enter the presence of certain upgrades into the terminal, to make sure the reactor controller and other systems run smoothly under new parameters (see command list in discussion section, or the red logbook in the captain's locker)

  • If using uranium fuel rods, at least two are needed: the battery controller assumes that the reactor is able to produce its stated output when necessary. Bots tend to remove all but one, so check that if the power output seems to low. Thorium or better ful won't have this problem.

Special thanks:
Popular Discussions View All (2)
1
1 Aug, 2023 @ 5:11pm
PINNED: Bug Report
uberdrück
0
30 Apr, 2023 @ 4:52pm
PINNED: Terminal Commands
uberdrück
3 Comments
pilch_ardus 22 Aug, 2023 @ 4:32pm 
They do. Just have to press the airlock button with the diver suit label
LANCER 22 Aug, 2023 @ 2:15pm 
Doors in lower airlock don't work
Psyduck 10 May, 2023 @ 2:45pm 
Oh just saw! :D