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(SONAR) 1MS-O.L.F. (Imsolf)
   
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4 Aug, 2023 @ 1:01pm
22 Nov, 2023 @ 12:38pm
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(SONAR) 1MS-O.L.F. (Imsolf)

Description
"The 1MS-O.L.F, known for its pistol-like shape, and colloquially known as the "Imsolf," resembles a drone more than it does a ship. Although it can hold its ground against foes of varying sizes very well, its main feature is its small, narrow frame, and agile engine. Factually, 1MS stands for one-man's-sub, but this sub may exercise its true potential just as well with a crew of about 3-4. Nonetheless, if you do please to do so, you may try to operate this ship alone."

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*Generic, basic information near comment section, for those of you who would like to figure out the rest by yourself*

Heyo! You may have seen this ship on my page before. This is the 1MS-O.L.F, aka the single-player-designated sub I built some time ago, except, this time, it's got a custom "sonar", which I built from scratch. The original, non-sonar, non-techy version of this ship is, unfortunately, not available on Steam right now, as it is laden with bugs, come the new updates to the game, and I did all the patching on this version, only. However, the original will be back fairly soon. If you'd prefer that version, let me know via a comment or private message, and I'll start working on fixing it immediately! Otherwise, I'll be leaving it be to work on other projects for a while :)

As mentioned earlier, this sub is designated for singleplayer, but should also work just as well in a small multiplayer group. The golden number is about three or four, I think. Of course, you could easily cram the ship with as many people as you'd like, but for the sole purpose of comfort, I recommend you keep to a smaller group, with numbers somewhere between two and six. I have not tested this sub in groups larger than three.

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Either way, here's some extensive information regarding the sub:

The primary ulterior for me making this sub was that I wanted something that was small, agile, and viable in confrontations. The ship consists of one, singular room that is cramped, but has everything you need, plus, on this edition of the sub, the privilege of a few extras. The edition has some additional leisure equipment, like a medical fabricator and a research station, which the original does not have. Additionally, as the title and edition suggests, this sub is equipped with a custom, built from scratch "sonar," which is visible at all times on the nav-term. This is particularly helpful in situations where the captain would be better off minding his maneuvering business, rather than helping you locate the beasts in the water while you fight blindly. By default, the device mimics a passive sonar, only notifying you of movement from creatures, but, if you want greater difficulty locating beasts, you can change it to respond to everything.

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***The next pieces of information will apply to both the Original and Sonar 1MS-O.L.F***

That being said, the Imsolf is a very agile ship. Its engine takes up half its body, and it can go from 1-100km/h in a matter of few seconds, which is why it's important to maintain a high helm skill level while operating it, especially considering that it's not as fast on the Y axis as it is on the X axis. (Naturally so, as the ballast of a ship this size obviously can't compete with its engine :(. But also, without cheats, all ships have a maximum descent of 16km/h, and an ascent of 19km/h, so, that's just how it is, in general...) Nonetheless, if your helm skill is that of an average captain's, I consider this to be a very easily maneuverable ship, and I would consider that its main selling point in confrontations! You will have the options to flee or fight, or flee AND fight.

Its 5 guns are placed fairly adequately, but on the off chance an enemy reaches your blind spot, you should be able to maneuver yourself into a position of power again. As for the gun positions, there are five guns in total. One pulse laser, right next to the airlock, and above the captain, allowing him to easily fry whatever enemy is lurking above him, a railgun that is positioned on the "spine" of the ship, a flak cannon on the bottom right of the ship, right below the window, and two double coilguns on each side of the butt of the ship. Additionally, there’s a depth charge tube in between the right double coilgun and the flak-cannon. This is outfitted with a nuclear depth decoy, in case of a severe emergency very early on. The button to deploy the depth charge is right next to the ladder, next to the nav-term. There is some extra ammo lying around the sub, as bots are not known to be conservative with their ammo.

As for general outfitting, both the Imsolfs are outfitted with the following survival and day-to-day basics.
2 PUCS suits
An oxygen generator
A deconstructor
A fabricator
8 different cabinets, one of which is hidden behind the fabricator and deconstructor, and one which is hidden atop the PUCS'
The contents of the cabinets are basic — you should go through each of them and see what you feel you’re missing. Two or three cabinets are empty, purely for you to fill them to your leisure.
And finally, storage space for 8 crates!

That being said, if you don't want an extra sonar, opting for the regular version will not cause you to miss out on much, as the two ships are essentially identical, aside from the sonar itself, and the additional medical machinery.
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Miscellaneous and uncategorized information:

The ship now has an airlock function!
Prior to this release, venturing out of the sub was not a very satisfying affair. Given that the sub had no rooms, it also had no airlock, and given that it had no airlock, the closing and opening of the exit was your responsibility, solely, as the venturer. This proved troublesome in multiplayer, as crew members had varying levels of hand-eye-coordination skills and reaction times. Therefore, the process of closing the exit door is now automated. The sub will only allow the hatch to be open a certain amount of time before it decides it's at risk of gaining depth. Upon reaching that state, it immediately closes the door. It does this when no water is present, too, weirdly enough. The times at which it closes vary by a few milliseconds, but I would say you have about 2 seconds to exit the sub on average, once you open the door. I’ve counted anything from 1.44 to 2.40. This system has proven to be very safe, as you now only rely on the speed at which you exit the sub after opening the door, rather than on the speed at which you open, exit, AND close the door.

The ship has a window on the lower right, for you to monitor venturing crewmates, particularly on mining missions, which this sub handles excellently. The glass is hardened to the same strength as the rest of the sub, so this area should not be a weakness.

This sub is designed for you to start with, and to be kept throughout most, if not the entire campaign. It’s tier is at III for you to be able to upgrade it to your liking, as far as is possible in the game. It’s classified as a scout due to its size, but, to a certain degree, I feel it may be just as viable in any other class, so, I suppose you could change its class to your preferences before you start using it! However, as for generic, non-class-specific upgrades, I greatly recommend upgrading the hulls!

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General Ship Information:

Tier lll
Scout Class
2500 Marks
Top Speed, Horizontal Axis: We'll round it down to about 100km/h.
Top Speed, Ascent: 19km/h.
Top Speed, Descent: 16km/h
1 Comments
bjørn 5 Aug, 2023 @ 3:56pm 
Another banger coming from Felix the man :cgcool: