Barotrauma

Barotrauma

Vindicator MkII
28 Comments
Kim Bong-un 22 Feb, 2023 @ 1:41am 
i found the issue the reactor output is too low so i did editsubs in the console and changed the value to way higher
Kim Bong-un 25 Apr, 2022 @ 5:12pm 
everything
Fox  [author] 25 Apr, 2022 @ 6:22am 
What things did you upgrade, only reactor?
Kim Bong-un 24 Apr, 2022 @ 2:57pm 
i installed upgrades with cheated in money
Fox  [author] 20 Apr, 2022 @ 7:08pm 
Did you buy/install any of the upgrades in the outpost for it or did you run it "fresh out of the box"?
Kim Bong-un 20 Apr, 2022 @ 12:58pm 
ty btw
Kim Bong-un 20 Apr, 2022 @ 12:58pm 
i'm trying to switch from autopilot to manual and it just shuts off
Fox  [author] 19 Apr, 2022 @ 6:54pm 
I will also check its electrical system as there have been some changes to some of the electrical components in previous patches
Fox  [author] 19 Apr, 2022 @ 6:20pm 
The fabricators is locked behind a relay which is operated by a button nearby each fabricator group. The fabricator button requires senior access cards or higher.

That the power shuts off, could you explain more about that?
Kim Bong-un 19 Apr, 2022 @ 6:11pm 
the electricity keeps turning off and i cant use the fabricators even when its on
Fox  [author] 17 Nov, 2021 @ 6:18am 
The Vindi 2 is now compatible with my newly released mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2654765896
Fox  [author] 10 Nov, 2021 @ 8:08am 
She is updated. The Vindicator MkII is here!

I tried to stay true to her MkI version but gave here a facelift and a electrical system re-work. She is powerful in many ways and therefor have a sizable price tag.

Let me know if there is any bugs, I played 5 campaigns with this version of the Vindi and got rid of as many bugs I could find.
Behrg 1 Nov, 2021 @ 11:21am 
Please. I have a campaign that will make use of it currently.
Fox  [author] 1 Nov, 2021 @ 10:25am 
I've had a MkII sorta made allready but I have not got around to release it. I will see if I can get going and publish it.
Behrg 31 Oct, 2021 @ 1:30pm 
Any chance of modernizing this submarine for Among the Ancients? Or at least adding a class so that it is recognizable as a purchasable submarine for campaign play?
Boingo 10 Mar, 2021 @ 1:38am 
Was wondering if theres any way to turn of the Alert alarm via the red button. For some reason pressing it again doesnt seem to do anything and the flashing red and siren is getting reeeeaaaaal annoying
Fox  [author] 8 Feb, 2021 @ 3:30pm 
I have a announcement!
I have published two more cargo/transport submarines. One more expensive yet more options and the other cheaper that you can afford with the start budget in the start of the campaign. I have actually had these completed for some time now but I have not felt ready to release them yet due to that I was not happy with their names until now.

Check them out:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2388146046 R0-Q Rorqual Heavy Freighter

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2241023696 CT-1 Sculpin Hauler
Fox  [author] 6 Sep, 2020 @ 8:02am 
I have released a new Submarine!

The ZU-B Freighter, AKA The "Zubmarine"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2221357434
Fox  [author] 1 Jul, 2020 @ 6:33am 
I have released a new submarine!!!

The Vengeance. It comes with a armed shuttle shuttle!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2148539154
Fox  [author] 24 Apr, 2020 @ 4:16pm 
Also added a new external artifact hatch
Fox  [author] 24 Apr, 2020 @ 4:14pm 
Updated the Vindicator.

Added:
-Crate shelfs
-Notepad in the captain quarters describing the security card access system
Edited:
-Changed out supplies in the various lockers and made certain items more spares to stimulate more need of buying items.
-Re-decorated the Captain Quarters
Removed:
- Removed Colored uniforms (the color didn't keep anyway). If you want more uniforms, you can now buy the ones you like from the market

Will provide new images to represent the new design later.
Fox  [author] 7 Apr, 2020 @ 1:46pm 
However in general, the mechanic, engineer and assistant basic security cards have no other use than accessing the colored crates. I had plans on making more areas restricted but realized that AI would struggle with such a system and therefor reduced the amount of areas requiering special access. I made the togglable auto doors systems to be a way to lift security access however the AI were remotely checking the access to the doors (even tho the doors would auto open for them) and then told you they couldnt reach their target (even tho they could).

My next design will have some restricted areas for mechanics and engineers.
Fox  [author] 7 Apr, 2020 @ 1:46pm 
@Cereal Procrastinator
Wow! It's amazing to hear that you guys like it. You are probably right about the cards. Their implementation might have been poorly explained. I tried to color code the labels to the doors and I have a updated version on my computer where i reworked the door labels, It is also using the new crate shelf and a better system for transporting artifacts. I'll see to it that it gets released.


. 7 Apr, 2020 @ 8:44am 
Man, we're in love with this ship, me and 7 others.
Its the first time we found a ship that everyone enjoys; the layout is really clean and simple, everyone has a zone that they gravitate around to perform normal duties.
My only problem is the cards, we don't really know what are the rights of lower ranks, like for example mechanics, except the boxes, which are a great addition and makes searches a bit more interesting for the one searched and the one searching. But a color code for the doors could be helpful.

Thanks a million time for that ship.

Can't wait for your next masterpiece. :winter2019happyyul:
Fox  [author] 7 Feb, 2020 @ 2:38pm 
If anyone have feedback about the sub, please share. This is only my 2nd submarine since I got the game so I still got a lot to learn.
Duane Dibbley 5 Feb, 2020 @ 3:06pm 
Oh cool, thanks. I didn't see the relay. I'll try it again.
Fox  [author] 5 Feb, 2020 @ 12:38pm 
@Duane Dibbley. Thanks for the feedback! I didn't want the gun to be able to damage the airlock hence why I placed the electric discharge coil there so you can stun and move away from the cretures attacking it. The submarine have more blind spots and the idea is for the captain/helmsman to work with the gunners to overcome these challenges. The deconstructor is behind a relay which is off by default (The relay is set to 1000 max power and both Decon & Fabri require 500 each so there should be power) . The button to the right of the deconstructor will toggle the relay and power Fabricator and deconstructor (Maybe i should lable it?). However only senior staff can operate the button.
Duane Dibbley 5 Feb, 2020 @ 11:03am 
Submarine is pretty awesome, nice clean layout and well defended. Sadly the rear top gun can't defend the back airlock and there isn't enough power for the deconstructor.