Barotrauma

Barotrauma

Type IXA U-boat Submarine
22 Comments
Canadian 28 Mar @ 1:30am 
The submarine is a really nice build, very nice design, however. sometimes bots can't get to the periscopes to use the weapons and without any upgrades the sub is just too slow to be used in campaign. Fun in pvp but horrid in campaign when you start to get past 26% difficulty
MorgulHerald 27 Sep, 2024 @ 4:58pm 
Hey! @OcN.Helbrecht.
The way I've gone around with repairing the ballast than just going outside is keeping one of the two doors open for me to go through where the open section is and crouch through the entirety. AI Tends to not do a good job and can definitely suffocate so be aware of having to manually repair it. I'd also make sure that the ballast doors are closed after repairs are done.
Judge 17 Aug, 2023 @ 6:43pm 
IMO, it would be neat to have a variant of this mod that made the sub a bit more expensive, higher tier, maybe a couple empty weapon mounts, etc. to fit in with the game's difficulty progression a bit better. It's pretty strong for early game =)
トミー (Tommy) 19 May, 2023 @ 3:54pm 
This shouldn't be flagged as an Item Assembly.
Omar 13 Mar, 2022 @ 9:39am 
There's this issue where the crew with "clean up" command all crowd into the gunnery area
Buttflap Munchbucker  [author] 28 Dec, 2021 @ 6:39pm 
There are a few things I need to update to make this vessel concurrent, one of which is the docking-recharge/power.
Cheetah (Star wing) 28 Dec, 2021 @ 4:23am 
Question, will the ship actually use station's power when we duck??
lechkingofdead 30 Oct, 2021 @ 12:53pm 
so what is the subs crush depht? as thats apperintly a thing
OcN.Helbrecht 21 Mar, 2021 @ 6:49pm 
Is there a way to get into the ballast room to repair, it seems a bit too short.
Buttflap Munchbucker  [author] 15 Feb, 2021 @ 9:17pm 
It looks like I'm going to have to rewire the build from scratch, something from the previous update affected the older wiring system. Yay...
ZoneLoner 15 Feb, 2021 @ 8:34pm 
Thanks for the quick reply (that is if you were even replying to me) but it seems we can't get the reactor to run anything still. I don't know if it's just because I haven't refreshed the mod correctly but the reactor is on, yet the output is 0, and the only way for us to use the ship is by using backup power.
ZoneLoner 13 Feb, 2021 @ 11:09pm 
We can't seem to get the reactor working, are we doing something wrong?
Hate Bear 14 Dec, 2020 @ 4:29pm 
Dude, this is freaking sick. Please keep updating.
CreasedTails[FotR] 9 Oct, 2020 @ 12:35pm 
Cap not have access to all cafes
BanjoHappySailor 14 Sep, 2020 @ 1:57pm 
This looks cool. I'll try it :D
Buttflap Munchbucker  [author] 26 Jul, 2020 @ 8:24am 
The engine can be turned on or off, this can be done via a terminal switch in the engine room or via the Nav Terminal through "Engine On/Off". When the engine is on, a green light will turn on.
John Denver 24 Jul, 2020 @ 7:37pm 
Are we doing something wrong, I can't seem to get the sub to move forward
Buttflap Munchbucker  [author] 23 Jul, 2020 @ 2:37pm 
*Note: That steam link doesn't work for some reason, here's an updated one. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2086094157&searchtext=uboat
Buttflap Munchbucker  [author] 23 Jul, 2020 @ 1:31pm 
--(cont'd)--

As you implied at the end, this submarine requires an actual crew to run it, rather than the majority of Barotrauma's hilariously trollish groups and "those randos". The function and practice of the vessel depends entirely on the crew running it, as do most vessels.

It kind of seems that you did not put too much time in running/managing this ship, as there are inconsistencies in your comments. I've received responses online of it functioning well as a ship from those playing captain, engineer, or gunner, with the main downside being the extremely claustrophobic ballast tanks crawlspaces.

Groups of friends have had a good time playing in it, and groups of semi-serious crew have sailed it well with little trouble. Utter disasters are never easy to come back from, but the organization of the ship has helped minimize panic and confusion. Truth is, this is not a perfect ship, and I would continuously update this as I learn more throughout the game's editor.
Buttflap Munchbucker  [author] 23 Jul, 2020 @ 1:30pm 
--(cont'd)--
The shell hp of the conning tower is the same as the rest of the ship's shell/hull hp. It is attacked more probably because the enemy AI targets the closest hull registered.

Placing most of the junction boxes together makes the engineer's job easier for organization and damage control, rather than having all junction boxes spaced out throughout the ship creating a marathon of juggling repairs. Protecting the reactor and engineering of one's vessel should always be priority to keep alive and running smoothly (unless it's a crew of clowns). As for which room gets flooded more often, each room is equal in flooding chance as each room has the same shell hp and thickness. It depends on what creature is attacking it and whether someone is protecting that portion of the ship, plus it always seems that creatures like to attack from behind probably due to engine and reactor noise.

--(cont'd)--
Buttflap Munchbucker  [author] 23 Jul, 2020 @ 1:28pm 
Thank you for your input! I always try to keep people's criticisms in mind. Thank you for your compliment on aesthetics, I tried to keep it as true as I could. However, aesthetically there is another U-boat on the workshop by "Ankhimas" (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2086094157&searchtext=uboat) which has really good visual design and I envy what he did. His conning tower and bow are amazing!

Some things to point out on your comments however:

Not everyone can access/open the brig, only the Captain and Security Officer, this has been tested. For the placement of the brig, it was either put one in or don't have one. It made sense to place it adjacent to security's spawn so they can have ease of access. The only ones who willingly should be in Security or Armory should be the Captain or Security Officers anyway.

--(cont'd)--
GreenKai 23 Jul, 2020 @ 11:02am 
good design but there's many things wrong with it;

- the brig is horribly designed, you have to go through it to get from one side to the other on the lower floor, that in itself is really risky especially since everyone can open it

- the coilguns have a weird angle to them, and i had to change them a bit so they had a larger range of fire

- unsure if this is intentional but the upper portion of the submarine is incredibly weak, a few hits from a thresher and the whole upper section was compromised

- the bridge is in a very uncomfortable spot, you pass by it a lot and there are two weapons there that anyone can grab

- placing all the junction boxes so closely together is dangerous, that one room being flooded (which happens a lot) destroys all power to the submarine

overall, it's great aesthetically, but not so great in function and practice, this submarine design requires a very trustful crew and just 1 griefer could sabotage the whole ship