Barotrauma

Barotrauma

61 ratings
EK Ukon-I
   
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16 Aug, 2024 @ 7:32pm
7 Dec, 2024 @ 5:01pm
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EK Ukon-I

Description
EK 'Ukon' Mk-II
Independent Military Vessel

"Oops, all engine"

"The Ukon class is a versatile fast attack vessel designed by the Europan Independent Marine for screening and merchant escort operations. A heavy twin-engine configuration gives the Ukon excellent speed and sustained maneuverability. While lacking in firepower compared to the Myrith class gunships the Ukon's armamant is not insubstantial, carrying a full complement of coilgun point defense turrets."

Role: Scout ( High-Speed Patrol / Screening Vessel )
Tier: 2
Price: 10,000 Mk
Recommended Crew: 4 - 7
Size: 28x10m
Horizontal Speed: 28
Vertical Speed: -19, 21
Cargo Capacity: 20 Boxes
Vessel Strength: Medium
Vessel Maintenance: Standard / Small-Crew
Recommended Difficulty: Medium
Recommended Crew Experience: Any

Notable Features:
  • High power twin-engines
  • Bridge observation windows
  • Engineering room
  • Small medical office
  • Brig
  • Docking port power transfer

Weapon Systems:
  • x3 Coilgun (Turret-Mount)
  • x1 Empty Hardpoint (Turret-Mount)

Stock Reactor Trim:
0.025 - 75

This & the Humpback retrofit were basically projects from months ago that were 80% done, so it wasn't that hard to finish them. I don't really have any specific plans for more submarines, feel free to suggest what kind of subs you are interested in seeing made. For example: should I bother making more industrial/cargo submarines like the Huxley, or a new up to date carrier submarine, or maybe a submarine less campaign focused and more roleplay/traitors oriented?

-with the new DLC announcement, honestly expect releases of submarines to be more infrequent again as I don't have much motivation to invest in this game now.

( Also expect that potential "EK mods remaster" to not happen after all )
Popular Discussions View All (1)
0
16 Aug, 2024 @ 7:38pm
10/10 Would sub again
Hammer Goblin
19 Comments
Kaito 18 Apr @ 9:28am 
I've been loving your new subs. The detailing is superb, and the extra features all feel extremely useful instead of superfluous or gauche. There's fancy stuff that might be nice to have, but it also doesn't feel lacking in its absence.

Really the only thing I find myself wishing for is a coherent set of subs meant to be taken through the campaign progression for each class.
Kaito 18 Apr @ 9:28am 
The Revuk is a superb sub, but it costs 15.000mk and so you can't start on it in a campaign. I could just set the price myself in the sub editor, but I figure you had a reason. So perhaps a simpler and cheaper sub to start with at Tier 1. The Ukon is 10k, but is T2. It's a bit on the strong side to be used as a starter.

I think you've got a good finger on the pulse of what sub should and shouldn't have. Although if you intend these to be used in vanilla campaigns (i.e. not with Barotraumatic et al), they might all be a bit on the strong side. Might be worth cutting some of the numbers on engines, pumps, hulls to let upgrades shine more. Not that vanilla upgrades would knock anyone's socks off...
Videogames  [author] 17 Apr @ 7:19pm 
@Kaito
Submarine progression set? So you mean like a tier 1, 2, and 3 submarines that are sort of continuation/evolution of each-other? Yeah that's a neat idea.

Also yeah when I get to making another batch of subs I will definitely be doing more tier 1 & 2 scout and cargos. If I may ask; what sort of things might you want to see different on a future cargo ship that hasn't been done yet? ( compared to the Revuk for example )
Kaito 17 Apr @ 5:01pm 
I've always loved your subs. And glad to see you're back. I'd love to see some more T1 and T2 transport/scout subs for campaign play, if you're up for it. Someone as prolific as you might actually have a go at making a sensible campaign progression submarine set with certain themes.

Regarding possible future mod work, I really miss EK utility.
The cute shark Jade✅ 3 Apr @ 6:25am 
Not a singelplayer company friendly. Bots don't having navmesh inside sun, so they can't even enter in.
Videogames  [author] 12 Dec, 2024 @ 4:59pm 
@Captain Vega Sorry about late reply, forgot about it.

- Red is reactor heat as you guessed.
- Green is reactor fuel, yellow is battery charge.
(On some of my later submarines this is reversed, so yeah it can be confusing.)
- Blue is the submarine's current depth.
(On some later submarines I give X and Y coordinates instead, but for this one I just thought depth would be useful to know at a glance for things like suit crush depth, since the nav terminal UI itself doesn't actually tell you your position.)
Videogames  [author] 6 Nov, 2024 @ 8:11am 
@Sbeve
There is a longstanding bug with nav terminal auto control where it doesn't take into account engine upgrades (or helm skill, if playing with mods that allow >100 helm skill to be acquired) so the PID breaks.

I suppose I'll do a little bit of experimenting and see if I can come up with some workaround.
Sbeve 6 Nov, 2024 @ 5:50am 
Whenever I try to maintain position with this sub when its speed is upgraded it constantly moves back and forth
Ur'san Vhett 6 Nov, 2024 @ 1:44am 
What do the numbers on the second monitor in command mean? I get the red one is the reactor but the green yellow and blue ones I don't get
Videogames  [author] 2 Sep, 2024 @ 9:55pm 
The (non-modded) subs from 2022/2023 might get remastered at a future date and re-released in one mega-pack. (Kira, Berith, Matriarch, Skipper, Gladius etc. maybe even Marauder)

As for mods there is a tiny chance I might do some new stuff from scratch, an "EK 2.0" of sorts - since alot of depreciated stuff being based off of game mechanics and features that were changed or removed is kind of pointless to keep maintaining. The "best" features from previous mods will be returning (where possible), Dockyard & Gunnery for example will probably be the most likely to return, and I will probably include ship ammo types for the vanilla guns as part of Gunnery 2.0 instead of Armory (the reason why vanilla turret ammos are part of Armory right now is because it was the only 'mod pack' I had released at the time).