Barotrauma

Barotrauma

54 ratings
Scartarus
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File Size
Posted
Updated
11.185 MB
21 Jul @ 10:35am
29 Jul @ 10:02pm
6 Change Notes ( view )

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Scartarus

Description
Class: Attack
Price: 50 000
Tier: III
Recommended crew size: 8 - 12
Dimensions: 95x45m (Actually 79x20m which will allow it to fit in the final location (testing required!))
Dive Rate: 11.8 km/s
Ascent Rate: -19.0 km/s
Cruising Speed: 24.0 km/h
Boost Mode: 30.8 km/h
Stealth Mode: 15.1 km/h

Tactical and technical data:

Class: Deep-Sea Combat-Assault Research Vessel (DS-CARV)
Price: 50 000
Tier: IV
Recommended crew size:
5 Veteran or 6 Professionals or 7 Experienced
Dimensions: 95x45m

Objectives:Engage and neutralize hostile abyssal entities, conduct field cybernetic/biological augmentations, and investigate anomalous phenomena in Europa's high-pressure zones for Euro-Colonial Marine Research Division.

The "Scartarus" represents the pinnacle of Euro-Colonial deep-sea engineering, combining military-grade durability with cutting-edge research capabilities. Its triple-reinforced titanium-kevlar hull can withstand direct assaults from mature Abyssal Hunters, while the advanced pressure compensation systems allow operations at extreme depths.
This vessel serves as the backbone for both ECA expeditionary teams and special combat units operating in Europa's most dangerous territories. Its unique configuration - featuring standard research labs alongside a classified genetic modification facility - has also made it highly sought after by smuggling syndicates, who value its perfect balance of firepower and discreet operational profile.

Core Systems

1. Propulsion
- Boost Drive
- Silent Running

2. Weapons
- 6 turrets (2 chainguns, 2 double coilguns, and 1 railgun) with automatic fire switching (excluding the railgun).
- 2× Depth charges (toggle between HE/PULSE)
- Dual ammo loaders (2× capacity per turret)

3. Defense
- Ballast Control System
- Compartment Pressure Monitoring
- Intruder Detection System
- Holographic damage display (real-time leak tracking)

Battery Recuperation System

1. Automated Power Management
- Reactor-linked charging
- Auto-stops at 95% or if reactor offline

2. Emergency Power Protocols
- Compensates for energy spikes
- Prioritizes critical systems

3. Tactical Power Routing
- Parallel circuit design
- 5min emergency power

Advanced Systems

1. Virtual Assistant
- "L.U.C.Y." AI (Help with XML by Thy Good Boy)

2. Automation
- Item transfer tubes (armory ↔ engineering)
- Automatic Door System

Detection & Sensors
- Entity scanner
- Internal/external camera network
- Full HUD showing:
- X/Y velocity, depth,fuel
- Fuel/ammo status
- Depth charge inventory

Special Modules

1. Cybernetic Lab

2. Research Lab
- Alien artifact containment

3. Factory

Crew Facilities

- Medical bay
- Sauna (reduces stress)
- Cafeteria (morale bonus)

And more...

Final Note:
"Officially a research vessel. Actually a gene-splicing, monster-slaying, law-bending deep-sea fortress."

"(All systems are operational unless sabotaged. Railgun remain manual-only per safety protocols.)"
"Retrowave music by Inexedra(The Cleaner)"
16 Comments
A.M.Dmitrievich  [author] 4 Aug @ 1:29am 
@이타심이 없는사람 Hi. thanks for your feedback. The bots are very stupid, the player can easily reach the reactor, and the batteries can support the operation of the entire ship if necessary. And about the command room, just try spamming RMB and LMD at the same time to repair from the inside (Yes, it is difficult, but it works)
이타심이 없는사람 3 Aug @ 10:18am 
Okay, first of all, I tried this mod and was very surprised.
I could see that they tried a lot of interesting things.
The AI ordering system was particularly interesting.
The presence of cameras inside the submarine was also very cool.
The submarine interior is also very cool.
After playing for an hour, I immediately noticed two issues.
First, when I gave the bot a reactor command, it said the reactor was inaccessible.
Second, the ceiling in the command room was too high, making it impossible to repair it from inside.
이타심이 없는사람 3 Aug @ 8:33am 
Some mod submarines have had issues, such as the AI not being able to load the railgun or repair the submarine's interior. I'm curious if this submarine has been tested for similar issues.
이타심이 없는사람 3 Aug @ 8:30am 
This is a very unique submarine, so I'm interested, but I have a question. Will there be any issues with the AI when used by a solo player?
koishi komeiji 2 Aug @ 9:55am 
very nicely decorated and it features a funny woman :D
Paia 31 Jul @ 2:29pm 
What a great choice for the AI Avatar.
A.M.Dmitrievich  [author] 29 Jul @ 10:03pm 
@Less I think I understand the problem, it might be the guns enchanted mod. Fixed now. Thank you
TaoistToastr 29 Jul @ 7:08pm 
Barotaker
Less 29 Jul @ 5:47pm 
...Actually come to think of it, I don't know if the turrets work, only did an abandoned outpost mission with it, to learn those didn't work
Less 29 Jul @ 5:41pm 
Well, all of the handheld FIREARMS specifically!