Barotrauma

Barotrauma

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IMC REDEEMER MKII
   
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4 Feb, 2024 @ 5:52pm
9 Apr, 2024 @ 4:03pm
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IMC REDEEMER MKII

Description
Updated 02/11/2024:
Reactor Max Power increased.
Upper docking port hatch doors unlinked and set to manual with autoclose.
Tested in Campaign and verified working in combat with no issues.

INTERSTELLAR MINING CORPORATION
Search for IMC on the Workshop to see our other designs!
All IMC Vessels are completely Vanilla!

THE IMC REDEEMER MKII
Tier 2 Search & Rescue


The Redeemer MKII is an advanced search and rescue submarine with full facilities and tons of detailed features. The Redeemer is designed to be an excellent sub for medical personnel and EVA operations.



Class: Search & Rescue Scout
Type: Tier 2
Size: Medium ( 52 X 15 )
Crew: 3-8
Experience: Intermediate
Cost: 14,499 marks



Armaments:
1 Dorsal Large Hardpoints ( Equipped with Flak Cannon )
Sonar+Periscope Controllable
1 Ventral Forward Hardpoint ( Equipped with Coil Gun )
1 Dorsal Forward Hardpoint ( Empty )
1 Ventral Rear Hardpoint ( Empty )
Dual Forward Discharge Coil System
1 Decoy Launch Tube
1 Depth Charge Launch Tube

Defenses:
Full Emergency Bilge Pump System
Incremental Duct Drainage
Blackout Stealth Mode

Weak Spots:
The forward belly is weak against smaller enemies that can get behind the turret.
The forward airlock door is very susceptible to damage from attack.
Lots of glass that will be targets of enemies.



Features:
24 Crate Cargo Storage
Stealth System
Turbo Overdrive System ( 10 Seconds )
Advanced Control Terminals
Ventral Telescoping Spotlight
Ventral Telescoping Jaws of Life
8 Selectable Internal Lighting Colors
Incremental Duct Drainage
Reactor Auto Control System ( Unlocked and Editable )
Emergency Alarm System
IMC Threat Detection Lighting
O2 & Refillables Shutoff
Click to Cycle Camera System
In-Game Manual
Tool-Tip Labeled Indicators/Levers/Storage
Department Based Purchase Orders
Locking Drain Ducts and Airlocks
Full Separated Lockout System
Flood/Fire Notification Lighting
Red Alert Siren System
Tooltip Labeled Throughout
Ballast Drain System
Full Doubled Crafting Facilities
Quarantine/Observation Bay w/ Controls
Crew Quarters
Full Research Bay
Hydroponics Bay
Large Medical Bay
Layout Distributed Junction Boxes
Manual + Automatic Doors & Hatches
Scissor AutoClose Airlocks ( No Drop )
Equipped Berthing Bay
Upper/Lower/Forward Airlocks
Captain's Secure Storage
Moderate IMC Decor ( May Lag on Some Systems )
Moderately Stocked



NOTICE: This is an advanced circuit submarine that includes thousands of components. While unlikely, it is possible users on older systems may experience lag in multiplayer campaigns.




Advanced Terminal Controls:

Power Controls:
Manage reactor settings, recharge settings and other power management features from the Captain’s and Engineering Terminals.

Security Controls:
Lockdown individual sections, the entire vessel, weapon systems and manage red alerts from the Captain and Security Terminals. Terminals can be secured by ID Card lockout switches.

System Controls:
Manage operating modes, ducts, O2, threat detection and send radio broadcasts using the Captain’s Terminal.

SmartBomb Controls:
Manage modes and launch controls for attached Nuclear SmartBomb from the Captain’s Terminal.

Operator’s Manual:
An interactive operator’s manual is included with indexed chapters on various submarine systems and operations.

Department Purchase Orders:
Each department terminal can submit, store and view one active purchase order at a time to create a shopping list for the captain. Open purchase orders can be viewed and cleared from the Captain’s Terminal.



Incremental Drainage System
The number of drainage ducts on each deck doubles for each deck down. This ensures the above rooms can drain without flooding lower rooms. This combined with the emergency bilge system makes this vessel very resilient.

Vessel Wide Emergency Bilge Pumps:
Almost every section of the submarine contains an emergency bilge pump configured for the size of the room. Each pump has display lighting for locating in dark environments and a flashing alert light for when the pump is in need of repair.

Stealth Mode
The stealth mode turns off all exterior lights, disables turret lights, disables sonar, disables large ballast pumps, throttles down engine and engages a small pair of ballast pumps. Stealth mode will send a shutdown signal to the reactor and lock battery power to enabled for the duration of stealth.

Turbo
A 10 second boost to engine speed can be activated from the Engineering Console. Turbo requires a large amount of power to function and will draw maximum power from the reactor or batteries. Due to the large power requirements minor systems will intermittently lose power or flicker.

Telescoping Spotlight
A spotlight located under the command bay can be lowered and raised incrementally from the navigation console and can extend up to 25 meters. Helpful for investigating wrecks and capable of raising the vessel off the sea floor.

Jaws of Life
A blade saw and vice and be incrementally raised and lowered by EVA crew members. The saw blade will apply laceration and bleeding effects to living creatures in its jaws.

Observation Bay
A lock controlled Observation/Quarantine Bay can be accessed from inside and outside the submarine. “Patients” may be observed from the research bay above. Research team may apply electroshock, disable O2 and open the airlock from the Research Bay controls. A secure terminal system allows communication between the research bay and the observation bay.




Deployables

EMS Rescue Drone

Class: Rescue Drone
Type: Drone
Size: Small ( 9 x 4 )
Crew: 1-2
Experience: Intermediate

Features
This small “coffin” drone is capable of carrying injured teammates and supporting EVA rescue crews. This drone also features a battery charge out system that can charge other drones, shuttles or supply power to dockable structures.

Drone contains small storage cabinets, small battery charge docks, refillable 02 shelves, messaging terminal and full medical facilities.

Nuclear SmarBomb

Class: Bomb/Torpedo
Type: Non-Controlled
Crew: N/A
Experience: Beginner

Features
This smartbomb can be configured for torpedo or vertical drop bomb modes. Upon detection of walls or living monsters will detonate with the force of 10 nuclear depth charges. The smartbomb is controlled from the Captain’s Terminal.

Make sure you are not moving when launching smartbomb as torpedo. Must be launched when stationary in maintain position or while moving up and away from launch.

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32 Comments
Blacklight  [author] 29 Jun @ 4:24pm 
Thunderbird: Simple enough then! I will remove the return component. The linked turrets to loader is an intentional handicap. The periscope glitching is unfortunately unavoidable. Although I could add a switch to drop it completely. The smart bomb is a cool concept but in practice is too quirky and can go off unintentionally. I would suggest dropping it at game start.
Thunderbird 29 Jun @ 3:47am 
thats what i thought aswell, but that was not the case.... it was the return to resting position memory component, once we disconnected it, it was fine
my group tried using this sub, and while its really cool, we've got some issues with it

smartbomb, the heavy mount memory component, linked top right and bottom left guns to one loader, shot trap on the front, and mainly the bottom periscope getting stuck in other ships because it does not retract all the way, and making game physics freak out and locking both the subs against the ceiling

we like the submarine, it has really neat features and the layout is pretty good, and has enough spare room to build the additional EA fabricators without blocking much, which most subs just dont... theres just a few of these things we ran into
Blacklight  [author] 27 Jun @ 5:12pm 
Thunderbird: That should be a return to position component, which only affects it when not in use. What you are describing is usually what happens when the sonar and periscope are fighting for control. I will look at adding a delay component to the return component just in case though.
Thunderbird 24 Jun @ 8:55am 
the top aft mount has a logic component interfering with the gun
there is a memory component attempting to constantly fight the gun aim, and there is no override to it, or the sonar aim
Blacklight  [author] 19 May, 2024 @ 12:09am 
Wallace: The "Shuttle Navigation Terminal" control the sub. There is custom wiring to the reactor so if you are using any reactor mods then you may have to wire it back up to the components.
Blackrock executive 18 May, 2024 @ 5:03am 
How do I exactly start the ship? It is not moving for me
Blacklight  [author] 10 Apr, 2024 @ 11:45am 
MysticalCyan: The most recent version of the sub should not have any reactor issues. After talking with you it turns out the issue is the smartbomb (which uses 10 minireactors to create its explosion). At some point the smartbombs circuit is breaking which causes the wall/monster sensors to activate and explode the bomb. I suggest dropping the bomb early for now which i discover the cause.
MysticalCyan 9 Apr, 2024 @ 12:53pm 
Having issues in which the sub will have a reactor meltdown VERY often.

So far the only thing killing our run is the sub just having a meltdown either during combat, or just travelling. We even undocked with a station and it exploded.
MysticalCyan 5 Apr, 2024 @ 3:04pm 
Hello, I feel like maybe it messed up in between that. END did work by the way! Thank you very much! However, it never mentioned that. I also tried typing broadcast again, activating it, and it still wouldn't tell me about END.

Again though, thank you, my nav terminal has been soft locked for awhile, you fixed it for me! Love these subs a lot
Blacklight  [author] 5 Apr, 2024 @ 2:03pm 
MysticalCyan: The command is END. It will tell you after enabling broadcast to type END to exit broadcast mode but that is only time it tells you that command.