Barotrauma

Barotrauma

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Zamburack
   
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416.242 KB
4 Feb @ 4:56pm
17 Jul @ 8:05pm
8 Change Notes ( view )

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Zamburack

In 1 collection by Steve_the
Steve's Strange Sub Collection
37 items
Description
Stats and features
Tier two transport sub
Priced: 16,000 mk
Cargo capacity: 48 Crates
Size: 37x19m

  • 1 Large hardpoint
    Flak cannon pre-installed
  • 2 Small turret hardpoints
    2 Coilguns pre-installed
  • 2 discharge coils
    Located atop and on the prow
  • A Sonar aided fire control system
    In addition to the usual periscope the Large hardpoint has an added sonar terminal for acquiring and destroying targets well beyond visual range. The Hardpoint can be toggled between both modes via it's dedicated room and have the transponder en/disabled on the bridge.
  • A redundant engine array
    Allows the sub to still move at ~1/3 speed while the main engine is destroyed, assuming it still has power
  • Subsurface electric™️ automatic battery backup
    Charges/discharges automatically to prevent undervolting
  • 2 Color coded text displays
    One for reactor temp and a depth gauge near the airlock that displays the required suit color
  • Balanced reactor controller
    Switch in reactor room if you don't want it
  • A "Moonpool" airlock configuration
    The airlock doubles as an open ballast tank, increasing the sub's maneuverability but presents unique challenges logistically and defensively
  • A Vending machine
    It's way more useful than you'd think
  • All three crafting stations
    With linked lockers of course
  • A Comprehensive flood management system
  • And Dugong style auto doors

In game Description
Less a true class of sub and more a package of prefabricated modifications to a CML the Subsurface electric™️ Zamburack is a formidable sub, with some caveats. Designed to dodge coalition regulations first and function second these "Hot rodded" CMLs suffer serious electrical issues thanks to the cheap station grade breeder reactors they come with ill suited for this use case shoved into a cheap formerly CML power grid, ultimately resulting in frequent and deadly fires if not managed carefully.

Notes

A redesign of the first sub I ever made, wanted to bring it up to the standard set by my more recent subs so it fits better into the new pack I'm cooking up. Turned out pretty nice imo.

Trivia: Zamburak (Persian: زمبورک), literally meaning wasp, was a specialized form of self-propelled artillery from the early modern period, featuring small swivel guns mounted on and fired from camels. Its operators were known as zamburakchi.

Link to my other subs
And if you're just a Camel chad I have a "Mini" version: Here
11 Comments
Steve_the  [author] 30 Jun @ 5:31pm 
Major update: Enlarged the front duct enough to make it navigable, waypoints so the AI can navigate it too, added a ladder, and a door in airlock access.

Tl;dr the Ai can now fix the mess up front
Nokien 14 May @ 6:09pm 
Haha very nice! Good concept, love how you included the historical inspiration image hehheh XD I also like your other subs, thanks for sharing these fun and unique vanilla-based subs. :skitarii:
Steve_the  [author] 21 Apr @ 2:57pm 
Okay now that I can't just fix quickly.
For inside repairs on the "double hull"/drainage duct you've gotta abuse the welding torches hitbox to hit the outer hull through the inner bulkhead.
For outside repairs on the strike plate/bow you gotta do it from afar at least until the hitbox reappears.

For both but especially the wonky ass outside hitboxes I'd really recommend liberal use of the "fix all hulls" feature at outposts.

Also I added an image of the hitboxes to make visualizing what you gotta do a bit easier, technically it's not even a double but a triple hull.
Kyral 21 Apr @ 1:28pm 
repairing the double front hull is someztimes extremely tricky or even impossible
repairing from the outside can get players stuck into the hull
some spots can't be easily repaired from the inside, such as the double front hull and the lower docking port front, bots with the «fix leaks» order will get stuck
Steve_the  [author] 21 Apr @ 10:51am 
Should be fixed now
Kyral 20 Apr @ 5:35pm 
it seems to be indeed fixed
i've also noticed that bots won)t fix anything in the reactor room; whether its the pump or junction boxes
Steve_the  [author] 20 Apr @ 2:19pm 
Fab and top hatch should be fixed
Kyral 20 Apr @ 9:48am 
the fabricator is no connected to anything,
the frequent on and offs of the o2 generator are quite annoying tbh
bots can't open the big turret room latch

nice sub however
SPACE 10 Feb @ 11:01am 
The older brother of camel as a camel enthusiast i accept :steamthumbsup:
Steve_the  [author] 5 Feb @ 1:19pm 
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