Barotrauma

Barotrauma

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EK WPR-06 WHISPER
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15 Oct, 2024 @ 7:29pm
26 Jun @ 9:44pm
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EK WPR-06 WHISPER

Description
Whisper is a stealth submarine specialized in espionage and reconnaissance. Although it lacks typical armaments, it is equipped with advanced sensors that detect targets at long distances without using active sonar and assist in mapping the surroundings. Its system is so sensitive that it cannot support conventional turrets, as the vibrations from recoil would cause malfunctions.

WARNING: This submarine is not for beginners. Your survival in the deadly waters of Europa will depend on staying undetected. To aid in this, you have flares and decoys—plentiful, but not endless. The hull is coated with an experimental paint that makes detection by hostiles more difficult. When combined with stealth mode, the submarine becomes nearly invisible beyond 25 meters. What can't be seen, can't be killed.

If detected, your arsenal is very limited—powerful but lacking versatility. For marine creatures, the periscope can switch between a bottom-mounted electrical discharge coil or a top-mounted Experimental Sound Device (ESD).
The ESD has a 2-second delay before firing for safety reasons, allowing time to protect the submarine’s sensors. After activation, the trigger must be held for 4 seconds in total to ensure proper discharge and to avoid impairing future uses.

In the event of hostile submarines, you have unguided torpedoes and depth charges. Given your significant disadvantage in conventional sub-to-sub combat, it's strongly recommended to avoid direct confrontations. Instead, use your advanced sensors to set up ambushes and strike from a position of advantage.

Good luck captain, and remember:
Be the last word they never hear. Become a Whisper, and let your silence be your deadliest weapon.
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Real-life obligations prevent me from creating submarines at the pace I’d like. So if you enjoy my work and think it's worth it, you would help me a lot by donating whatever you can to my Patreon patreon.com/CORR3QU3T3M4TO it truly means a lot to me. Thank you so much!



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If you want to improve your gameplay experience i recommend the following mods:

> Real Sonar (a must have)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2936760984

> Soundproof Walls (a must have)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3153737715


++ > Immersive Sonar UI - A Real Sonar Add-On
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3172965454

++ > Immersive Sonar UI - EK Compatibility Patch
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3179049556


Some other optional mods that i use with my friends to improve our suffering:

> Barotraumatic Creature Pack
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2831987252

> DynamicEuropa
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2532991202

> Frith's Biomes
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2020332046

> DynamicEuropa - Frith's Biomes Compatibility Patch
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2911529819

> BaroTraumatic
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2518816103

> Enhanced Armaments
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2764968387

> Improved Husks
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2085783214

> Wreck Locator
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2767049553

> ADV Beacon Stations
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2544952900

> Shipwrecks Extended
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2095211492

> Beacons Extended
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2389600483

> Wreck Corpses
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2736549126
72 Comments
Kalen 1 Jul @ 9:11am 
Man, yall really know your shit. Guess I learned quite a bit. The AI moving around the sub are most probably the reason for the issue. I do have soundproof walls installed though. I´ll see what I can do about the AI. Thank you both very much.
CORR3QU3T3M4TO  [author] 30 Jun @ 1:18pm 
Here is the mod of Soundproof Walls if you wanna take a look at it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3153737715&searchtext=sound

Here is the mod needed to play a multiplayer match with soundproofwalls (it's called Lua for Barotrauma):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2559634234
CORR3QU3T3M4TO  [author] 30 Jun @ 1:14pm 
If you want to see how monster detection works, you can use the submarine editor. Load the Whisper and press "Play." Then hit F3 and use all the following commands:
freecamera
toggleaitargets
debugai
Once those are active, zoom out slightly and place your cursor somewhere outside the submarine (a bit far). Then type:
spawn crawler cursor (Be aware: the crawler will spawn exactly where your cursor is when you hit Enter.)
With this setup, you can experiment and observe how detection works — helping you understand what’s giving away your position during gameplay.
CORR3QU3T3M4TO  [author] 30 Jun @ 1:11pm 
The submarine in stealth mode is nearly undetectable — I designed it to pass right by groups of Molochs (which are extremely sensitive to sound). What’s likely happening is that the monsters are hearing your crew moving inside the sub, or opening/closing doors. These actions briefly produce a sound signature up to three times larger than the engine running at full speed in stealth mode. That brief noise is enough to attract nearby monsters to investigate, and once they’re close enough, they spot the sub and go after it.
Can you avoid internal noise detection without the Soundproof Walls mod? Yes, but it requires caution and human-only crews. Here are a few tips:
>If you need to move around inside the sub, press Control to crouch and walk slowly. This makes your footsteps nearly silent.
>Always keep the doors open. Door sounds are louder than footsteps, and leaving them open prevents accidental noise (especially from bots, if you're not playing solo).
CORR3QU3T3M4TO  [author] 30 Jun @ 1:10pm 
And regarding what you mentioned about detection (special thanks to @Patriots1007 for helping with the explanation), here’s a quick breakdown:
In Barotrauma, monsters have a detection range, and certain objects generate a detectable area. For example, an active reactor creates a very large signature — if that detectable area enters a monster’s detection range, the monster will move toward the source. As it gets closer, it inevitably spots the submarine and switches its focus to it.
I’m guessing you’re not using the Soundproof Walls mod (which isolates sounds between rooms), because what’s probably happening in your case is the following:
CORR3QU3T3M4TO  [author] 30 Jun @ 12:48pm 
@Kalen The main problem with the mines is that, unlike torpedoes, they are only triggered by movement from enemy entities — and that doesn’t include the submarine itself, but rather the crew moving inside it. This happens because the game's motion detectors can only respond to a limited set of targets: humans, monsters, pets, and walls.
For the mines, I’ve set them to detect only humans and monsters — not walls — because if walls were included, you wouldn’t be able to place the mine near map structures or cave walls to secure an area. Unfortunately, this also means that the submarine’s own hull (which counts as a wall) doesn’t trigger the mine either.
I could change this, but then there would be no real difference between Whisper’s mines and its torpedoes. Still, I’ll see if I can come up with a workaround.
Patriots1007 28 Jun @ 9:57am 
I can't tell what your issue is entirely, but hopefully knowing that type of information can help you understand why exactly you're getting detected. Maybe you're getting too close? Maybe you're facing enemies with acute hearing? Maybe a mixture of both? It's up to the situation.
Patriots1007 28 Jun @ 9:55am 
Non examples of this would be a watcher, which can see you from further away. Another example would be Abyss Creatures, all of which have a very high level of sight and STUPIDLY high levels of hearing, to the point where any noise at all will be heard, so don't bother hiding. Submarines can see you as long as you are within 100 meters of you, regardless of sight or noise because they have sonar.
Patriots1007 28 Jun @ 9:55am 
Kalen, to respond to your issue you need to understand how the AI of enemies are interpreted first. Outside of noise, AI doesn't "see" per say, but they have AI-targets that they will try to follow, for example flares, which have a higher priority over humans. Weapon lights (handheld flashlight and ship weapons) also generate an AI target, which will cause enemies to beeline towards those. Enemies will pursue the AI-target until they aggro onto something or the AI target disappears. This means to avoid a fight, you will have to be very consistently quiet for a long period of time.

Since the whisper doesn't have a majority of these, we can assume it has to do with sight. With a majority of enemies having a sight level of 1, we see that enemies will "see" you from ten meters away. Sonar, Ship Weapons, Engines and Reactor are the four loudest non-item sources you need to be wary of. If you are not using these, and are beyond ten meters from the ship, most enemies will not see you.
Kalen 27 Jun @ 10:28pm 
Dude the battery upgrade is perfect. Two more things though:
The mines seem to only arm when very close to the sub. They dont explode at all except when the mine is pretty much right next to the sub.

Other than that, maybe I´m doing something wrong but even when running on silent going as slow as possible enemies still b line towards me most of the time. Is that the issue of generating too much noise or why is the spotting distance still so great?

Again, thank you for updating the sub. It really has become my favorite one thus far.