Barotrauma

Barotrauma

Falcata-class Assault Sub (Goph Original Ship)
26 Comments
shortsnapz13 29 Aug, 2022 @ 11:21am 
Very nice, ship, I really like the playstyle it forces you to utelize
Alexpell99 29 Nov, 2021 @ 5:22am 
Thanks a lot!
GophTheGreat  [author] 28 Nov, 2021 @ 9:39pm 
Added a research station to medical.
GophTheGreat  [author] 28 Nov, 2021 @ 12:53am 
I'll have it done within 24 hours
Alexpell99 27 Nov, 2021 @ 11:37pm 
If it's not too much of a bother that would be very appreciated. Me and my friends were looking for a good sub for our playthrough and that one would definitely fit the bill if you added a research station.
GophTheGreat  [author] 27 Nov, 2021 @ 7:20pm 
@Alexpell99 I haven't added a research station for the gene splicing stuff. Would you like me to?
Alexpell99 25 Nov, 2021 @ 1:34pm 
Is this mod still up to date?
FCD kelseyblue112 2 Sep, 2021 @ 6:49am 
i approve on how your working together with your community and taking suggestions!
pyr0kid 12 May, 2021 @ 5:38pm 
found a small bit of wall in the top left of the fab room where the wall is white rather then brown, right under the external light.


also i noticed that the arrows in the top gunnery room look different from the ones in the bottom one, with the top ones having two arrows and the bottom ones having a single arrow.

im unsure if this an intentional indication of how many guns are in each group or an oversight. (also, one of the arrows for gun1 is slightly offset)


my engineer would also like to say thanks for not maxing out the junction box wires, as otherwise he wouldnt have been able to rig some of the diving suits to autorefill.
pyr0kid 12 May, 2021 @ 4:36pm 
that explains the shotgun shells alright. thanks for fixing the engine thing, we kept having raptors getting stuck on the engines.

regarding the light, it might just be a quirk of my 8 year old dvi monitor but it seems pretty blue to me. https://imgur.com/a/hbRI2kS

also, can you settle an argument im having with my chief engineer? he insists that the alarms go off when junction boxes break and im of the opinion its just minor leaks people are fixing coinciding with junction damage. is there actually an alarm for junction damage?


im glad all my issue reports arent coming off too annoying to you. :steamthumbsup:
GophTheGreat  [author] 10 May, 2021 @ 9:39pm 
@pyrokid

The engine propeller hitboxes have been moved back out, thank you for reporting.

The shotgun shells were an artifact from when items couldn't stack and have been correctly stacked and re-packed inside the locker.

The battery status light on the helm is not blue. It is either green or yellow in-game. In the editor, the preview overlaps them and mistakenly displays a blue light.

The medbay chair has been moved down 3 units.

To be honest I hadn't touched the command bed because I kind of forgot about it. It has been changed as per your suggestion.

Thank you! :3
pyr0kid 9 May, 2021 @ 12:42am 
just noticed the engine propeller hitboxes are offset into the wall, im unsure if this is ment to be a feature.

sorry if this is coming off a bit complainy.
pyr0kid 9 May, 2021 @ 12:40am 
makes sense. ive started a campaign so i found another few odd bits to report.


the weapons room next to the top airlock has a pile of 10 shotgun shells on the ground.

the battery status light on the helm blends in with the nav station a bit because its blue on blue, seems a little odd that its not the same shade of green like the grid stress light.

i noticed the bed under the helm, nice detail by the way, im unsure if your aware but incase you arent you can stack an extra bed on top of the first with the alpha turned down to make the top bunk look functional. though you probably know considering how good this ship is.


and while i dont want to get into nitpicking because that way lies madness (and sounding like an asshole), while im at it i think its also worth noting that the medbay chair is floating a bit off the ground. i promise i wont nitpick things like the water detectors. (unless i find anything noticeably levitating)
GophTheGreat  [author] 6 May, 2021 @ 9:29pm 
@pyr0kid Thanks for the report! Apparently the periscope attached to the gun was set to "Toggle State" mode somehow, as well as being set to "On", which together caused the gun to fire on its own. This has been fixed.

Grid stress is an overvoltage indicator, yeah. I didn't want to feed the captain the exact numbers so I abstracted it out to a warning light.
pyr0kid 5 May, 2021 @ 12:55pm 
was testing the sub in the editor and i noticed a weird issue, the top left coilgun pair randomly started firing and wouldnt stop till i pressed the fire button myself.

also, what is grid stress? overvolt?
Psyduck 19 Jan, 2021 @ 2:35am 
Yea i saw thanks a bunch!
GophTheGreat  [author] 18 Jan, 2021 @ 9:14pm 
@psyduck I replied to you on Discord but just for posterity here is my answer again: You just kind of put the sub in there lol. Make sure the .sub file is in the mod folder and make sure it's included and tagged as a submarine in the filelist.xml.
Psyduck 18 Jan, 2021 @ 5:32am 
How do you include subs in the mod file ? assuming thats whats going on ?
GophTheGreat  [author] 29 Aug, 2020 @ 2:03pm 
@Ingrett I used Jlobblet's Sub Wrecker tool (https://github.com/Jlobblet/Sub-Wrecker) to do most of the grunt work. It'll convert most sprites to their wrecked counterparts. From there there's still a lot of hand-tweaking to be done (especially since some pieces don't convert cleanly), but the tool saves a ton of time and I highly recommend it.
Sparks 29 Aug, 2020 @ 1:16pm 
Just curious as to how does one wreckify the sub? From what I've toyed around with in the editor there are various pieces, wrecked or not, but not really a good system to change a batch of shells or other entities. Do you go about it all manually or is there some sort of system to help out with this?
GophTheGreat  [author] 24 Aug, 2020 @ 11:58pm 
Thank you! I feel like I still have a lot to learn regarding detail work, but I was quite proud of the medbay in this build. Glad to hear that I wasn't totally off-mark. :)

The door thing took a better part of an hour.
Overmorth 24 Aug, 2020 @ 8:53am 
well
you nailed it
those system of showing open/closed doors onscreen
how much time you spent on it?
and surgery - its georgeous
GophTheGreat  [author] 18 Aug, 2020 @ 4:39pm 
Yeah, can't be helped. I affixed the length of the barrel pretty early on in the design process but I didn't hook up the actual cannon until near the end. Just try to keep the ship still while you shoot :P
Leonidas 18 Aug, 2020 @ 3:19pm 
Makes sense. I did notice the coilgun velocity is too low to exit the chamber without hitting the sides sometimes unfortunately...
GophTheGreat  [author] 18 Aug, 2020 @ 12:59pm 
@Leonidas I just wanted to be original-ish. There's tons of ships in the workshop with spinal railguns. Gattling coilguns were conveniently absent, and personally I think they're visually much more impressive.
Leonidas 18 Aug, 2020 @ 11:26am 
Yep. Amazing. I'm diggin the specialized weapon systems like the electromagnetic burst coilgun on the front and the linked coillguns on top. Any reason you chose coilguns over rapid fire railguns for the front gattling weapon?