Barotrauma

Barotrauma

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Hourglass
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1 Mar, 2024 @ 4:57am
7 May @ 3:01am
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Hourglass

In 2 collections by Rendoe
Content + QoL + Performance [Modpack]
40 items
Vanilla+ [Modpack]
30 items
Description
Hourglass

"Inspired by the Orca series, it may bear some resemblance at first glance but its revamped compact design with a smaller interior befits more of the Hourglass dolphins. The cosy interior's half reduction in size allows for its affordability and better space efficiency had it retrofitted with increased cargo size, more crew storage and a research lab added. The improved layout and shape in a smaller form factor brings forth superior manoeuvrability, effective water flow and insulates essential compartments at the heart to ensure smooth operations for well experienced small to medium sized crews.

However, a strange phenomenon pulsating from the research lab causes time to flow abnormally half faster for installations in the Hourglass's interior. This effect results in installations to deteriorate 50% faster and fuel rods likewise are consumed 50% faster but favourably the speed of deconstructors and research table also work 50% faster. Armed with an electrical discharge coil & decoy + depth charges at bottom left, 2 small turret hardpoints positioned at the top corners, 2 large turret hardpoints at the bottom & top, the Hourglass features decent coverage but has blind spots on the back and front akin to the Orca with a coilgun & double coilgun included."

Overengineered Features:

  • 50% speed increase in condition deterioration for all installations, fuel consumption and deconstructor/research table.
  • Comfy compact efficient layout!
  • Dronefin!
  • Simple Smart Airlock (5C) with no extra buttons or overrides!
  • Stealth mode with adjustable switch output (0.20 on max engine) & turret lights toggle.
  • Multiswitch periscope.
  • Enemy indicator lights on periscopes.
  • Toggable auto discharge coils.
  • Togglable automatic reactor controller (A.R.C).
  • Togglable 2-in-1 automated surge protector buffer backup battery (maintains 95% charge) with a fast charge (100%) switch since it idles at 10% recharge when <95% charge.
  • Adjustable overvolt/undervolt switch (output 0-2.0x) integrated with A.R.C & battery buffer.
  • Control panel to selectively power on/off most installations.
  • Status monitor & alarms/indicators for floods, fires, intruders, airlock, fuel, temp, power and battery.
  • Supercapacitors auto adjusts recharge rate to demand (reduces load/charges faster when low).
  • Fire suppressor system.
  • Fireproofed plant area.
  • Chat terminals.
  • Chat messages for fires, intruders, low fuel, meltdown warn, oxygen, reactor and battery status.
  • Smarter ducts that don't open if room below is >3% flooded.
  • Ballast flora drain switch.
  • Quick fix foam (2x) deploy system triggered by button or chat message "fix foam".
  • Suit coloured depth meter displays.
  • Docking Port with togglable hatch while docked. Order 'ignore this' to the buttons to avoid bots being stuck.
  • Extra bottom docking port that doubles as an airlock with togglable hatch while docked.
  • Auto closing doors & airlocks.
  • Reactive lighting changes for stealth, battery, intruders and meltdown warn.
  • Light indicators for installations' power.
  • Togglable 3 mode RGB lighting (slow, wave/delay, fast)...

Stats:

Class:
Scout (Tier II)
Price:
9999 mk
Dimensions:
40x16 m
Horizontal Speed:
26 km/h
Vertical Speed:
16/-19 km/h
Cargo Capacity:
24 Crates + 8 (crew stowage, linked to fabricator)
Recommended Crew:
2 - 7 (Intermediate)

Power Specification:

2x Battery Capacity:
4000w total (2000w each)
2x Battery Output:
0-2000w total (up to 1000w each)
Reactor Max Output:
4000w
Idle Power Draw:
1505w (oxygen gen & charging dock + suits/tanks 02 + lights + nav + status)
Oxygen Generator:
1000w
2x Charging Dock:
400w total (200w each, shared with oxygen gen 1000w relay)
7x Suits/Tanks 02:
280w total (40w each)
Status Monitor:
105w
Navigation Terminal:
15-115w
10x Lamps:
50w total (5w each)
Fabricator:
5w | 505w
Deconstructor:
5w | 505w
Medical Fabricator:
5w | 505w
Research Table:
5w | 505w
3x Small Pumps:
0-180w total (up to 60w each)
3x Pumps:
15-915w total (up to 305w each)
Engine:
0-1500w (0-100% thrust)
2x Supercapacitor:
180w->980-2000w total (up to 1000w each when charging, increases on lower charge%)
2x Battery Input:
100-1000w total (up to 500w each when charging)

Insights:

  • Smart power management is key as the reactor can't power everything on at once and could end up fully draining the battery to provide up to extra 2000w. If not managed well, depleted battery results in the loss of buffer (thereby brown outs may occur), backup and stealth. You could disable the battery to prevent drainage to have enough battery available but comes at the cost of preventing the battery from buffering load changes so powering off other non essential installations is recommended instead whenever load is high. For example, it's a good idea when not in used to power off fabricators/deconstructors, charging dock, suits/locker 02, turn on oxygen generator only to refill rooms to 100% oxygen then off and steer slower to conserve power.
  • The reactor noticeably drains fuel rods half faster at 0.5 fuel efficiency which makes overvolting and high engine speed more expensive to utilise so reducing load by powering off installations and undervolting (by changing switch output from 1.5 to 0.9 etc) alongside efficient A.R.C may be useful during early campaign. As you progress with upgrades and amass fuel rods, you can start utilising more of overvolting and have more things powered on at the same time or keep them off to increase overvolt potential (limit of 2.0x load). Though you may need to strike a balance between conserving power/steering slower and completing missions quicker.
  • The battery only has 4000w total capacity and can only output up to 2000w thereby, will not last long if power draw is high which limits the time available for stealth mode and backup power. It is critical to lower power draw in order to extend battery life since if load is at 2000w, the battery will last only 2 minutes whereas 400w would lengthily last 10 minutes. A fast charge switch is provided to override battery recharge rate to 100% which is most useful after battery is depleted or when in outposts but would increase the load by 1000w and disable buffer while fast charging.
  • Ensure to adjust reactor max output & battery max recharge rate MEM after upgrades:
  • Originally posted by author:
    Ensure to enable Dronefin. Hope you enjoy it, this is my first sub so feedback is welcomed!
37 Comments
Rendoe  [author] 26 Dec, 2024 @ 9:22pm 
Here's an explanation for duct blocks logic:
Smart duct that only open if `water % > room below's water detector signal_out (output: 100, false: 0)` positioned 3 pixels above the hull's bottom so that it outputs 100 when > 3%. The flow rate of ducts seem to flood the room with 3% of water thereby you only really need to prevent opening the duct if the room below exceeds 3% of water to prevent upwards, downwards and sidewards flooding and broken/offline pump scenarios. You use water % instead so that it can fully drain since signal_out will detect water at 3%. If room below is ballast, use high_pressure instead of signal_out otherwise duct won't open if ballast descend level exceeds the threshold. This handles all scenarios of broken pump, no power, upwards, downwards and sidewards flooding by simply not opening the duct if the room below's water% > 3%. So with 1 extra component, the sub will sink much less as non breached rooms may only flood down the line to 3% instead of 100%.
Rendoe  [author] 26 Dec, 2024 @ 9:22pm 
@kenanthebarbarian I'm currently optimising some circuits and adding some features so I got some updates queued for this sub btw. The door only has a motion detector connected that closes the door when no one is within range (I'm still working on a low component count 'perfect' smart door design as there's too many edge cases to consider).
kenanthebarbarian 26 Dec, 2024 @ 9:45am 
I've been editing this sub to suit my personal tastes, and what you've done is very impressive! I love being able to micromanage all the systems with the flip of a switch. However, I'm not great at wiring and understanding circuits. What is the function of Greater components connected to doors and duct blocks?
Clumsy 5 Jul, 2024 @ 8:19pm 
@Rendoe thanks for clarifying
Rendoe  [author] 5 Jul, 2024 @ 6:44pm 
@Clumsy The battery maintains itself to 95% charge so it will drain when above and idle charge at 10% rate when below.

This is because the surge protector works by increasing recharge rate to instantly produce load to absorb excess power whenever the grid load drops to reduce overvoltage damage on junction boxes. The battery can't recharge to produce load when close to 100% full thereby drains to 95%. It recharges at the lowest 10% rate to still allow load up to 90% recharge rate to absorb excess power whereas increasing the recharge rate will reduce the amount it can adsorb.

The battery is connected to the grid so that whenever power is below load or if the reactor is offline, it will provide buffer/backup power until the reactor catches up which drains the battery.

The fast charge switch charges at 100% recharge rate but disables the battery buffer & surge protector system. It's best used at outposts for free power to charge to 95% especially when on low charge.
ChickenDodo 4 Jul, 2024 @ 8:23pm 
@clumsy 1nce the reactor power runs out the ship will automatically switch to the emergency batteries, consuming them quite quick. You may want to turn off suit o2, fab x decon power, and charging dock to save on the extra power. if you still need more time, carefully turning off the ship o2 and turning it back on when you are about to suffocate/opening doors should help

if you wish the batteries to charge faster, there is a fast charging option available, but it may screw with the rest of the sub's power. recommended to charge only when stopped or docked

however if youve upgraded the reactor output from the upgrade shop you'll need to adjust the A.R.C. iirc? since that wont automatically adjust power output properly with all that extra power
Clumsy 4 Jul, 2024 @ 8:17pm 
just wondering something, the batteries on the ship don't like staying at 100%. is that normal or is there something i'm doing wrong?
Rendoe  [author] 17 Jun, 2024 @ 5:39pm 
@dedaF You need to have the Dronefin enabled in mods!
dedaF 17 Jun, 2024 @ 8:22am 
when using either the periscope or nav console for drone, the drone just seems to go straight upward and does not respond to either periscope or nav console control, am I missing something?