Barotrauma

Barotrauma

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TA-23 (Neurotrauma, EK, EHA)
   
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4.271 MB
16 Aug, 2023 @ 10:44am
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TA-23 (Neurotrauma, EK, EHA)

Description
I would highly reccomend to use the new TA-24 version



The TA-23 looks like ascrapped submarine with a rusted hull. However, it has state-of-the-art electronic components and some special features inside.It was designed for playing with the Neurotrauma Mod as well as the EK Mod Family (EK Mod 1.xxx) and Enhanced Armaments Mods. The Sub was made with a lot of attention to detail without automating too many things. In my opinion, part of the fun of the game is that players cooperate with each other and not some automatic systems take over this work.

The TA-23 has some special features:
1. Two engines that can be turned on or off separately in the Engineroom.
2. The doors and hatches of the TA-22 have been specially programmed. Normally, they work like automatic doors, opening and closing automatically. However, if there is water on one side of the door, they lock automatically and can only be unlocked manually. After manual unlocking, however, they automatically close again behind the player, so even an AI does not need to close the doors in the event of a flood. Another feature is the small blue flashing light that indicates water on the other side of the door. (does not apply to doors and hatch in the ballast tank or the airlock).
3. From the bridge an emergency flood system can be activated, which floods the complete engineering room and lets the submarine sink with 25km/h! Just open the Ballast Hatch from the bridge and the water will flow out again via the pumps. From the emergency flood hatch you can also enter or leave the ship in an emergency, if the airlock should be blocked.
4. A seperate emergency diesel engine (can be activated from the bridge also). Also separately there is an amergency power system which can be activated in the electric room.
5. an automatic Intruder Alert that signals when aliens are inside the hull (in any room). However, the alert does not say where in the ship....
6. an alarm system on the bridge that shows exactly in which room a fire outbreak (red light) or water intrusion (blue light) has occurred.
7. A meltdown alarm for reactor problems in the crew quarters and on the bridge.
8. A sprinkler system in the Engine Room that can be controlled from the bridge.
9. Powerful searchlight and sonar masts that can be controlled from the bridge and the gunnery.
10. Separate managable lights- You can turn off the power of all exterior lights (bridge) weapon lights (gunnery) or internal light (electric room).
11. You have 2 seperate fabricators and deconstructors as well as ammo fabricator, medical fabricator, chemmaster 2000, research desk, chemical refinery fabricator and the special fabricators from Enhanced armaments.
12. You have a security lock function for the airlock which prevents the opening of the inner and outer door at the same time but you have an overide mechanism!
13. There is a camera installed in front of the airlock which you can controll from the bridge and airlock
14. The gunney has a special weapon system computer from which you can shoot torpedos, activate discharge coil, depth charges, a cental general quarters alarm as well as weapon lights (you can do all of that from the navigation console as well)
15. The gunnery officer has a front sonar to spot incoming enemies from the fron much better
16.Huge Cargo Space with fire and water resistant spaces
17. Medbay with surgeon desk and a lot of cool stuff from the Neurotrauma mod (basically everything you need to survive the first session....or not?)
18. A special research area which research desk, toxin cabinets, biohazard cabinet as well as a small room for plants.
19. You have a special drone, called Little Richard" that can be controlled from the gunnery. You have to open a hatch then take control of the drone. It can light up the area as well as shoot with a vortex canon (3 burts until you run out of pressurized oxygen). For shooting the drone just make a double left click (drone turns red) then hold the left mous button to shoot the vortex. At the submarine you can also pull a lever called "follow" and the drone starts to follow nearby divers automatically (manual periscope control overrights this lever). Ones docked again the drone recharges the vortex canon with pressurized air. Dont forget to close the drone outer hatch again after use. The drone also offers a small medical cabinet for nearby divers (3 slots). You can also open the inner hatch to the drone room so you can do repeairs (it is not advised to open the outer and inner drone hatch at the same time....).
If you want to play with the drone search for "Little Richard Vortex Drone" and download it as well.
21.You have access to a small armoury.
22.The captain and security have their own locked Diving suites.
23. You have access to a shuttle small expeditions shuttle, the Pillbug-23,which can be accessed through the upper engine room. You have to turn on the shuttle's small diesel engine before you can undock. You also have a small switchboard in the shuttle where you can operate the oxygen generator and turn on or off the backup battery power supply and usage. The Pillbug has 2 powerfull search lights and 2 mining lasers and a small gun in the front. it is protected by discharge coils and shell spikes. You can also use a detph charge. It is equipeed with basic medical equipment and offers an external first aid cabinet.
If you want to play with the Pillbug, you have to download it from the workshop as well. Just look for "Pillbug 23".
Note: The Layout of the Little Richard Drone and the basic function is baesed on "Zyleand Shipyard Drone Collection" from Zyleand. I changed the supply, the gun and some details in the layout but the credits go to Zyleand.