Barotrauma

Barotrauma

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Drunken Sailor
   
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16 Dec, 2023 @ 11:27am
30 Jul @ 12:33pm
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Drunken Sailor

In 1 collection by RemieSchwarzkopf
Marshale Heavy Industries & Shipyard Services
3 items
Description
The Drunken Sailor is an upgraded Spanish Ladies designed for improved defence and self-sufficient capabilities

A spiritual successor to the Spanish Ladies, the Drunken Sailor is once again retrofitted to equip itself against the ever-growing threat of Europa, with additional room for armaments and compartments for on-board cultivation, the now seasoned commander and crews of the Drunken Sailors can now be more confident of their ever deeper and treacherous voyages into the Eye of Europa

Prominent Features


- Reworked Electrical Powertrain, similar to the Spanish Ladies


- Relocated Command & Medical Room
- New Armoury
- New Hydroponics Room
- Additional Large Hardpoint for Heavy Armaments


Variants
- Hungry Europan Variant

- Spanish Ladies: Tier-1 Predecessor
Want to suggest another variant? Put them in the comments!

Once again, I would like to thank the creator of the Wellerman for the original design of this sub!

If you have found any issues with this sub, feel free to put it in the comment section. Constructive feedback will be greatly appreciated! (Although please refrain from going off-topic)
21 Comments
RemieSchwarzkopf  [author] 16 Dec, 2024 @ 5:40am 
@SelkN Thanks for the extensive feedback

In terms of the Power-train, I will be making adjustments to the systems, but the Nuclear-Electric configuration will be retained

In terms of Air Quality issue, it is caused by a misplaced mod asset (i.e. using modded vents instead of vanilla ones) and is unrelated to the power-strain issue. (Although please tell if the issue still persisted)

In terms of cabinet linkage, I could not replicate your "3-window" issue. While the large cabinet is indeed linked to both fabricators, the Ui was set up to not be interfering with each other

Regarding the top-right turret's traverse, this is a deliberate designed choice, in order to dislodge any live monsters that tends to get stuck on the windows
SelkN 5 Dec, 2024 @ 3:56pm 
The top-right turret can fire directly into the captain's quarters.

I haven't spent all that much time digging into this sub to find a thorough list of concerns, but after having been on a server running this sub I felt compelled to investigate the curiosity that was this bizarre power setup.


If you see this sub on the workshop, please do not put a crew through running it without advanced notice. Most may not understand exactly what is flawed with it exactly, but many will notice the oddities.
SelkN 5 Dec, 2024 @ 3:54pm 
The mess of relays beneath the junction boxes to the right of the reactor room are an issue as well. There are multiple relays that have a power throughput of less than 200 KW. A default relay can handle 1000 KW throughput. There are multiple relays that receive power directly from Junction box and send power to 5 lamps for a total throughput of 50 KW. This one relay could be redirected to another *master* relay along with 2-3 others which would still be well below the 1000 KW max throughput. Instead, multiple relays (6+) are wired directly to a junction box node and are only sending 50, 105, 135, 150, etc... KW through each one at maximum load.

The Engineering/Fabrication area is also quite strange. The Large cabinet is tied to both the Medical Fabricator and Fabricator so you have all 3 windows on your screen at once if you open the cabinet.
SelkN 5 Dec, 2024 @ 3:54pm 
Sure these values could be increased/balanced with Sub Upgrades and Class Traits, but the stock implementation of this sub is flawed. Once the load jumps above the 3000 KW limit, the ship starts seeing issues, regardless if the reactor itself could handle the load alone. It is bottle-necked hard by this battery setup.


There are many comments on this page reporting low oxygen in the Captain's quarters. I would wager that is because this ship is constantly undervolting to the point that the Oxygen Generator does not have sufficient power to keep pumping O2 out at the necessary speed.
SelkN 5 Dec, 2024 @ 3:54pm 
This power structure is flawed heavily.

The Reactor's default max output is 3500 KW which feeds directly into a relay (max power 5000 KW). That relay feeds directly into the 3 batteries (default max power in 1000 KW (at 100% charge rate), default max power out 1000 KW) below it. From there the batteries output power directly back into the junction box circuit to power the sub/entire junction box circuit.

That means that (with the stock sub) the batteries can ONLY EVER PULL 3000 KW from that relay (meaning the remaining 500 KW capacity of reactor is never realized/used). With the batteries Max Output being 1000 KW they can also only provide 3000 KW of power to the junction box circuit. This causes any load above 3000 KW to start undervolting the systems on the sub, drastically. The sub's power drain regularly calls for anywhere between 3800 and 5400 KW of power during peak stress.
RemieSchwarzkopf  [author] 4 Aug, 2024 @ 1:57pm 
@Benja, @Tvoya Mamka Thanks for the lead.

I may or may not have accidentally installed a modded vent instead of the vanilla one...
Benja117 2 Aug, 2024 @ 9:33pm 
Command Room doesnt have oxygen D:
Tvoya Mamacita 23 Jul, 2024 @ 10:15am 
Hey, Reggie

I got a problem with a vent in captain's, it' won't load (
T'erissk 29 Jun, 2024 @ 7:36pm 
Ok.
RemieSchwarzkopf  [author] 29 Jun, 2024 @ 8:50am 
@Grei Shoutmon Interesting. From my testing I have found the opposite issue; the sub keeps pitching up even when going forward. Even then, I can still maneuver just fine when dealing with Abyssal missions.

While I'll look into it, It'll be quite difficult when there's no lead I can follow to diagnose the issue. If you can send me any additional info, that'll be greatly helpful