Barotrauma

Barotrauma

Eel Mk2 (Stage 5 Prototype)
13 Comments
Jesus The Astronaut!  [author] 28 Apr, 2021 @ 3:22pm 
Thank you, I had no idea how that was decided. I will update 4/5 for sure
raejin.omg 27 Apr, 2021 @ 12:44am 
Love the concept. Apparently designating a sub a Deep Diver gives it +20% crush depth limit (source: https://www.reddit.com/r/Barotrauma/comments/mxq5oq/what_makes_a_deep_diver/ ), might be worth adding to stage 4/5 as an easy boost to late campaign survivability?
Marty McFly 3 Mar, 2021 @ 10:27pm 
I think I found you through the Undertow Games Discord. I DMed you
Marty McFly 3 Mar, 2021 @ 10:25pm 
You know, I'm half way into the campaign (I had to do many stops to grind for money) but now I'm set and I'm speed running straight to the end. I'll record for you so you can see how your sub works with each environment and what the depth numbers are. So far, the sub's a BEAST. It can tackle anything. I literally just worry about the crush depth
Jesus The Astronaut!  [author] 3 Mar, 2021 @ 9:53pm 
@Marty hey man, Stage 5 is as far as I've built so far. I may make additional stages in the future if there is interest. However, I have actually never progressed that far into the game personally, so im not sure about the question about depth or how that is calculated/mesasured. If you know anything about what parameters the sub needs to meet to survive those depths please let me know and I will make sure they are implemented to Stages 5 and beyond
Marty McFly 3 Mar, 2021 @ 2:38pm 
Hey, so I'm guessing Stage 5 is the end of the series? Also, is this sub capable of going to the hydrothermal wastes without worrying too much about the crush depth?
Dimitry 6 Sep, 2020 @ 2:20pm 
wht about stage 5 and stage 5 prototipe ? any diference between ?
Seer 22 Aug, 2020 @ 5:05am 
@Jesus,

Man -- I cannot tell you how relieving it is to know it's not just me that's run into that airlock bug. It was absolutely maddening, and we were convinced that somebody had broken something accidentally while running around trying to repair stuff without realizing it. Thanks for the confirmation here.

What I did before was just unhook the door and hatch sig_out feeds from the AND component -- so the airlock cycle button worked from the nav console, but door buttons would still need to be opened and closed manually. It was annoying since that wasn't what we'd gotten used to from stage one, but it was workable -- and most importantly, didn't require us to start our campaign over.

Sure enough though, I took your input and rewired the doors as they were before in a new lobby, and everything's working again.

Really weird bug, but at this point I'm just glad it's an easy fix. Thanks again for the input on this one -- really appreciated!
Jesus The Astronaut!  [author] 21 Aug, 2020 @ 2:45am 
Hey there Seer, I've noticed both those bugs as well. The Airlock cycling drove me crazy, as like you said, there are NO differences between the wiring configuration between any of the stages. What causes that appears to be due to the way multiplayer servers deal with input/output timings. I spent a long time trying to fix this when I encountered it on the Stage 4 sub, before realizing the 'fix' is to restart the server. It could likely be fixed permanently with an oscillator, but I am actually a novice when it comes to components and wiring. But hopefully you find that saving and re-hosting will help you with this issue.
Seer 21 Aug, 2020 @ 2:39am 
Addendum: The fabricator issue appears to have been a bug I found; if you're manufacturing something and then start or end a mission, the fab loses all power and won't recognize that it's got juice again unless you take the components out of the input, select a different item to manufacture, and then select the initial item again. The button will still say insufficient power, but that'll clear up once you click on it anyway with the needed components in place.
Seer 20 Aug, 2020 @ 6:21pm 
Having issues with stage five on my end after purchasing it in an extended campaign. Two main things:

1) The airlock cycle from the nav console seems to be repeating the signal, so the doors toggle state, then immediately toggle back. This behavior only occurs from the nav console -- opening the doors via the button works as expected (hatch opens, door closes, and vice versa).

2) While not connected to shore power, the fabricator seems to constantly be supplied insufficient power.

I traced these issues through the wiring in game to the best of my ability and got an idea of what was going on -- no way I was going to try to fix that while we were under attack constantly in the Europan Shelf. I loaded up stage four and stage five in the sub editor, and I'll be damned if I can see what the difference might be. Even more fun, when testing stage five from the editor, everything looks to be in working order.

Any ideas here?
HunTurkey 12 Aug, 2020 @ 5:33pm 
Nope. You can just subscribe to one sub and can use it in multiplayer as your starter.
It has a good layout, but is mostly empty, so be warned that you'll need to buy a lot of stuff to start off well.

On that note, can we get a version with loaded lockers, for those who want to skip straight to Stage 5 ship? Buying everything at the start is a hassle. :D
Leonidas 12 Aug, 2020 @ 4:39pm 
Does it really require the other subs?