Barotrauma

Barotrauma

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EK Cavuan Mk-II
   
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2 Oct, 2024 @ 9:13am
15 May @ 3:20pm
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EK Cavuan Mk-II

Description
'Cavuan' Mk-I
Separatist Light Attack Carrier

"Originally designed and built by the Europan Independent Marine as a heavy scout/patrol vessel. Large numbers of decommissioned 'Cavuan'-class hulls were acquired by the Jovian Seperatists and converted into small strike carriers for hit-and-run operations, replacing the hangar's single marine shuttle with two smaller 'Eightball' combat pods. Despite the design's relative age and it's outdated powerplant, the 'Cavuan' is still a fairly capable vessel."

Role: Attack ( Combat Carrier )
Tier: 2
Price: 28,000 Mk
Recommended Crew: 6 - 10
Size: 45x11m
Horizontal Speed: 23 ( 27 with upgrades )
Vertical Speed: -19,21
Cargo Capacity: 12 Boxes
Magazine Capacity: 24 Shells, 18 Boxes
Vessel Strength: Medium
Vessel Maintenance: Medium / Large-Crew
Recommended Difficulty: Medium
Recommended Crew Experience: Experienced

Notable Features:
  • x2 'Eightball' Improvised Strike Craft
  • Distributed grid layout
  • Obsolete reactor
  • Engineering room
  • Medbay
  • Armory
  • Docking port power transfer
  • Drainage duct system

Weapon Systems:
  • x1 Flak Cannon (Heavy Turret-Mount)
  • x4 Coilgun (Turret-Mount)

Stock Battery Controller Trim: 101 - 10

'Eightball' Mk-I
Improvised Strike Craft

"Carried onboard the separatist vessel 'Cavuan'; the 'Eightball' as it has been nicknamed is a makeshift short-range combat pod designed to be crewed by one to two exceedingly brave (or stupid) sailors of the jovian separatists navy. It's slapdash construction includes only bare essentials, carrying no life support or other ancillary systems. Despite these shortcomings, the design has seen moderate success in hit-and-run attacks thanks to it's unique single-shot recoilless launcher."

Role: Shuttle ( Strike Craft )
Price: 1,000 Mk
Recommended Crew: 1 - 2
Size: 3x2m
Horizontal Speed: 30
Vertical Speed: -19, 26

Weapon Systems:
  • x1 Recoilless Railgun (Integral Fixed-Mount)
  • x1 Chaingun (Integral Turret-Mount)

Vessel lacks on-board diving suits.

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 newer 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 )
30 Comments
chemically inept 8 Jul @ 3:45pm 
im stupid and cant read
chemically inept 8 Jul @ 3:32pm 
holy shit i just found this, i love it when mod devs create their own weapons, how does the recoil-less work???
Darth._.Maul 9 Jun @ 9:00am 
Not a huge rush since we have the workaround of just not using them for now. We're loving your sub so far!!
Videogames  [author] 9 Jun @ 7:51am 
Yeah they broke AI's ability to go between shuttle/drone docking ports in an update sometime at the beginning of 2025. (Bots are incapable of clicking the 2nd hatch to open it).

Added a motion sensor workaround solution to most subs afterwards but this one is old enough that it doesn't have that. Will get around to it at some point.
Darth._.Maul 8 Jun @ 3:20pm 
x2 for AI getting stuck in the shuttles, might be a mod conflict issue but would be nice if they didnt interact with it at all. for now im just going without the shuttles entirely
ZeGuardsmen 13 Jan @ 7:02pm 
love the Eight ball can their be a T1 version with it?
Ruthmyr 3 Dec, 2024 @ 12:37pm 
Looks complicated, what mods do I need for this if any?
Videogames  [author] 2 Dec, 2024 @ 9:01am 
@The Viral Divinity
Not able to reproduce either of the issues with the shuttle, or item deconstruction. Bots are able to enter and exit them fine, and pathfinding for deconstruction works.

I did fix AI standing on the front of helm when idle by setting the hull to 'do not stay'. However I couldn't reproduce the issue of pathfinding, whenever a bot would stand at the front of helm I tried ordering them to follow and they wouldn't stay there.
The Viral Divinity 1 Dec, 2024 @ 8:49pm 
Alright, well I can also confirm it's horrible with AI. Multiple times they get stuck in either the command room against the window for god knows why, or they seemingly glitch in their pathfinding and auto open the shuttle hatch, then fall down it like an idiot and stay there for a while. Either that, or the game randomly crashes, especially telling them to deconstruct and clean up items, as the game comes up with invalid positions for different containers, or saying that they don't exist.
Videogames  [author] 29 Nov, 2024 @ 3:54pm 
oh and also "D.C." in red text on the nav terminal screen just tells you that a depth charge is currently loaded, since the depth charge launch button itself doesn't have an ammo indicator.