Barotrauma

Barotrauma

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Timberwolf
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6 Jun, 2023 @ 2:03pm
8 Dec, 2024 @ 12:08am
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Timberwolf

Description
A deep sea hunter that sank several times before the designers decided to fix some major design flaws. The top and the front hull was strenghtened, two turrets recieved additional hardpoints, and they converted the bilge to a temporary ballast that can be flooded to battle currents. The insurance doesn't cover damage caused by abyss creatures.

T2 Attack submarine
Cost: 21000mks
Cargo crates: 20
Hardpoints: 3 small, 2 possible more with the same controls as the top front and the botom
Additional weapon: nose mounted railgun with 3 loaders. This can be controlled from the nav terminal, or wired out to a periscope.
Internal dimensions: 44m x 8.26m

- Nav terminal has discharge coils, nose turret controls, and nose turret fire functions.
- Top half of the submarine has strenghtened hulls (+50%), so it protects better, but it also takes longer to repair.
- Stabilize sub turns the lower docking port to an additional ballast.
- Reactor controller lets you use multiple fuel rods, and you can disable your engineer from operating it.
- There is a button that toggles a signal that sends the remaining fuel % to the global chat, so you can see it while mining and cave diving. The frequency of the messages increases as the fuel gets lower.
- There is a searchlight system, with the periscope just right of the status monitor. Left click to switch cameras.
- Main ship controls are exposed as relays, so you can change around some wiring if you want to (both good and bad intentions), and the nose turret has exposed controller relay if you want to rewire it to a periscope. Ask engineer to do it to not mess it up.
- Jobs have their personal lockers that only they can open (colored storages except assistant one that is the bedroom safe).
- Weapons locker in the command room can be accessed by the captain and security.
- Ballast / Bilge turns the bilge in the engine room to an additional ballast to help with storng currents and faster sinking.
- Bottom hatch has a motion sensor that is calibrated for humans for quick entrance. It only checks a small area directly below the hatch, so if you bonk your head on it, the water rushing in will lift you up into the airlock.
- Next to the bottom hatch there is a resource transfer for faster looting. Linked to the fabricator not to the deconstructor. Note: Put storage containers or storage crates in the bottom row, so resources go in them instead of the outside container.
- In the gunnery room there is an ammo reload station for quickly replenishing ammo.
- Lower docking button will turn on yellow when it can dock to something, and green when docked.

Changed the area around the lower docking hatch, so it can connect to all three vanilla shuttles. The Venture should no longer get stuck in the shell
61 Comments
ZeGuardsmen 17 Jan @ 2:09pm 
good to know might wanna tag them with a different title for people to spot updated ones:barotrauma:
Keni  [author] 17 Jan @ 1:23am 
Not the older ones, it takes a lot of time to fix all the things that break with each update. I update the ones I like to use myself.
ZeGuardsmen 16 Jan @ 7:46pm 
are your subs still updated to 1.0?
Keni  [author] 13 Dec, 2024 @ 12:44pm 
Bottom docking works, but not from the nav terminal. I had problems with trying to emergency dock to a station while dragging along a shuttle, so I opted to a second button for bottom docking.
You have to align the docking rings with the nav terminal, but there is a button to the left of it that triggers the bottom docking. It will glow yellow when it's in range, green when docked.
President_David 13 Dec, 2024 @ 12:32pm 
It's great to hear such an explanation. I encountered another issue: Can you check if the sub's lower airlock is functional? I was in a public server running this sub and they said the lower airlock cannot dock to beacon stations and such.
Keni  [author] 12 Dec, 2024 @ 1:18pm 
Thanks for the feedback.

I didn't intend it to be endgame, more like a sub that has the possibility to be used. I didn't intend to add a vending machine for that reason.
The medical cabinets work for me, both in campaign and in the editor. But this isn't the first time that I test, and it works for me. That should be only accessible for someone with a medic id.
My subs usually aren't feature full, so there is something to upgrade during campaign. I usually only add features that are annoying to wire in during campaign.
Personally not a fan of timed airlocks, especially for bottom vertical ones. It helps a lot with looting if the water pushes you in when you open it.
The mechanic has a talent that lets any sub become a T3, so you can finish the game with a Barsuk if you want. That is the best talent addition :)
President_David 12 Dec, 2024 @ 9:31am 
I just saw this sub is T2. That would make it impossible to take to The End since it cannot get the T3 hull upgrades? That's really sad, because I absolutely love this ship design. Such excellent QOL in a tight ship.
President_David 11 Dec, 2024 @ 4:23pm 
Oh also please check to see if the lower medic-only container to the left of the medfab works. For some reason it was not clickable last time I played Timberwolf.
President_David 11 Dec, 2024 @ 4:21pm 
Great! How do you feel about adding a vending machine in the sub for increased self sustain ability? Also, how about making the airlocks timed so that pressing the button will close the open door, give a few seconds for the room to flood or drain, and then the other door opens?
Keni  [author] 8 Dec, 2024 @ 12:10am 
Thanks, I simplified it and it works now properly. Also removed the periscope I forgot about in the nav terminal, but the changes won't affect already purchased subs.