Barotrauma

Barotrauma

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JC-04 Arkalys
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3.889 MB
8 May, 2023 @ 1:25pm
21 Jan, 2024 @ 9:19am
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JC-04 Arkalys

Description
Recommended experience level: Intermediate
Recommended players: 1-6, Bot-friendly

The Arkalys, a high-tech scout submarine ideal for salvage expeditions in dangerous regions. It comes with voice warning messages for broken systems and hostiles, a shuttle called "The Coffin" which can take pressure up to 10km depth and withstand abyss creature attacks (rapid descent rate, ideal for mining abyss rocks, now featuring calming elevator music), and an advanced conveyor storage system which allows access to the 60 slot main storage and deconstructor from the airlock and moonpool, connecting all crafting stations, as well as linking weapon autoloaders directly to the large internal ammo storage. It also has diving suit conveyors spread around the sub that all access the same 12 slot storage. Its engine supports liquid fuel in addition to reactor power, allowing it highly increased output to make lining up the spinal mounted burst flak cannon easier. Fuel is limited and can only be refilled at stations.

T3 Scout Submarine

Total Hull Volume: 2 Million

Dimensions: 34x14m

Cargo: 12 Crates

Powerplant: 5000kW

Engine Thrust: 350 @ 2000kW (750 with liquid fuel boost)

4 Small gun mounts + double spinal Flak at the front

Discharge Coils

2 Depth charge loaders (connected to conveyor)

Price: 25000 MK

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Features:

-Talking Ship AI Emma

-Moon Pool

-Remote controlled diving bell aka "The Coffin" (shuttle with 10km crush depth and long range chat terminal, very high hull strenght and long battery life, if you have trouble leaving it while undocked hold W and tap Space once. Plays calming elevator music)

-Automatic fire suppression for engine, reactor and electrical rooms

-Internal conveyor storage for materials, ammo, and diving suits, accessible from several locations

-All crafting stations including research bench with built in gene storage bank

-Fancy clocks for mission time and overall campaign time

-Toggle-able extra ballast in airlock and moon pool rooms

-Overvolt switch with 3 different settings (1.3x/1.5x/1.8x, yellow/orange/red), ideal for a quick escape or faster crafting at stations, higher settings are riskier to junction boxes and consume more fuel

-Battery toggle between active power gap filling and emergency reserve for when theres no reactor power

-Very strong but limited liquid fuel engine boost for fast acceleration and highly increased top speed (around 30s total per mission)

-Double Flak cannon which is on a fixed mount and triggered from the nav console, it fires 4 shots in rapid succession on a 10s cooldown, a short buzzer sound and yellow indicator light will alert you when the reload has completed

-Strong discharge coils on a 20s cooldown

-"Drain and shutoff" levers on ballast tanks to deny ballast flora control over it

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***It is necessary to update the autoreactor when you buy reactor output upgrades (base value is 5000), add 3% for each upgrade bought on stations and 10% for the "Buzzin'" engineer perk. Done at the memory component next to the nav console, max 5950***

To other sub builders: feel free to take the modified sirens + sound files of Emma and include them in your own submarine, but please leave a link to this sub in your description.

Elevator Music by Lesfm
Local Forecast - Elevator by Kevin MacLeod
34 Comments
Javik  [author] 21 Jan, 2024 @ 10:06am 
i finally got around to fixing the bot pathing on the ballast tanks, had to elongate the ladders a bit and move some nodes, also finally managed to fix the annoying water sound that occurred when redocking the coffin
Javik  [author] 25 Oct, 2023 @ 12:16am 
thanks for letting me know, ill have a look and tweak the nodes
El Duder 24 Oct, 2023 @ 11:48pm 
Amazing sub! My group is currently using it for our latest playthrough. Only issue we've noticed is our bot hull fixers and mechanics get stuck on the ballast doors exclusively, primarily B and C. They seem to have no other issues with navigation around the sub. Just wanted to note this for others or if possible for fixing. Even with the stuck bots, still a ton of fun, thank you!
Javik  [author] 1 Aug, 2023 @ 4:34am 
thanks, glad you like it. decoration has never been one of my strengths, i enjoy wiring too much lol
nanÓg 31 Jul, 2023 @ 8:01am 
Love this ship, kudos my man. You put a ton of good work into it. Thanks!

My only critique would be, that some rooms could use more decoration/greeble/window-dressing to make them feel more cohesive. Particularly, I think the airlocks, electrical and gunnery sections could use some decor to blend in the functional parts with background (or foreground). I really like the fabrication/loading area, and I would love to see other areas up to the same par.

That said, my perspective is biased toward ships that cover every base-game asset with some kind of decor. I don't use vanilla ships! And I'm sure there's reasons not to go overboard with a ship this size, like performance. So take my critique with a nice dose of NaCl and again, props for all the hard work. All the best!
Pepo 19 May, 2023 @ 5:46pm 
ah that makes sense
Javik  [author] 19 May, 2023 @ 12:47pm 
sadly theres no way to fix the overlapping ui except dragging it into place each mission, i recommend the layout in the screenshots above, the game devs would have to fix this one. the liquid fuel boost is like this on purpose, its pretty OP and refilling it should be something to consider when planning your route on the campaign map.
Pepo 19 May, 2023 @ 11:24am 
how can i make so that fab, decon, and cabinet UIs are not overlapping each other?

Ive tried moving them around and locking position but the lock position doesn't remain locked after each round.

Could you also make it so that the liquid fuel restores overtime during missions? Also it doesn't refill when going thru formations, it only refills after passing an outpost, station, etc..
Javik  [author] 15 May, 2023 @ 9:46am 
please elaborate
M12 15 May, 2023 @ 6:47am 
>Talking AI Emma

This desperation level my man