Barotrauma

Barotrauma

[AP] Tarbatagai
29 Comments
rundoomer  [author] 28 Mar, 2024 @ 12:08pm 
some hull pieces were old colour, also removed dark coilgun ammo box in cargo
Senpaii 28 Mar, 2024 @ 11:38am 
what did you update?
rundoomer  [author] 25 Apr, 2023 @ 7:32am 
this is a luxury you ask)
Elysiandragon 25 Apr, 2023 @ 7:01am 
Apologies. I meant to ask why no oxygen compartments are powered and the likes
rundoomer  [author] 25 Apr, 2023 @ 6:37am 
Explain please
Elysiandragon 25 Apr, 2023 @ 6:27am 
It is a bit poorly wired at the moment. Any reason behind that?
rundoomer  [author] 15 Apr, 2023 @ 9:28am 
мне все нравится
felixfenix 13 Apr, 2023 @ 11:48am 
И не кажется ли вам, что новая ванильная лодка "Верблюд" сильно отличается от других ванильных подлодок? Ведь там, несмотря на слепые зоны и проч. есть все 3 фабрикатора, и залинкованные даже (пусть и криво), и грузовой отдел действительно огромный, что очень сильно в первом биоме.
felixfenix 13 Apr, 2023 @ 11:41am 
И ящик в хозяйственном отделе стоит отдельно, не залинкованный ни к фабрикатору, ни к дефабрикатору. Как вообще относитесь к залинкованности, потому что ваши лодки и сбалансированы и в определенной стилистике все сделаны, мб не залинковано специально, чтоб люди ручками носили?
felixfenix 13 Apr, 2023 @ 11:35am 
Нравятся ваши работы. Но ящики в отделе "Доступ к шлюзу" почему-то подсвечиваются как "Медицинский отсек". Возможно, это какое-то обновление сломало.
rundoomer  [author] 30 Sep, 2021 @ 5:32am 
Its a long and boring story in short.

Really was not a fan of wire grifing back in the days when locked wire option was not in the game yet, so it became a thing in my works,which eventually i got stuck into at the point where it will take a hard time grind to unlock all the stuff on all my works, but i did thought about modded items that require power to run (such as brewery, or blood station) by adding power sockets which you can hotwire to.
icha 30 Sep, 2021 @ 2:47am 
Why was wiring locked on this ship in so many instances?
BunnyMuffin 30 Jun, 2021 @ 3:05pm 
Wow, like the changes you made to this sub! Great work! Here have an award for all your effort! ^_^
Nocktowl 23 Jun, 2021 @ 5:03pm 
Will there be an update to allow the cargo compartments to function for transport missions?
rundoomer  [author] 20 Jun, 2021 @ 5:55am 
i only have a couple of submarines with turret hardpoints and possobility to swap guns, thats the point of most of my works,you simply cant switch armaments,but you get way more what you pay for in return
arch 20 Jun, 2021 @ 3:48am 
Update for adding more guns? love your work mate
rundoomer  [author] 14 Nov, 2020 @ 6:15pm 
fixed that
FLX 14 Nov, 2020 @ 4:52pm 
Also I don't know if that was your intention but at the moment the searchlights don't move on the entirety of their rotation limits.
Here is a configuration allowing them to do so:
Top search light angle -160/+20
Signal check value 1->20 Else -> -160
Oscillator frenquency 0.05Hz

Bottom search light angle -15/+125
Signal check value 1->125 Else -> -20
Oscillator frenquency 0.07Hz

Having different travel distance and frequency desinchronize their movements which I find more natural.
FLX 14 Nov, 2020 @ 4:36pm 
I've encountered a problem with the airlock logic:
Your buttons switch the state of the door and the hatch so that when one is open the other is closed.

However the hatch state can also be set by the docking logic. As a result you can end up with both doors opening nd closing together instead of having opposite state.

To fix that simply I would suggest to change only the state of the hatch with your buttons and use the state-out value of the hatch to set the state of the door (with something inbetween to invert the signal of course)
FLX 14 Nov, 2020 @ 12:58pm 
Concerning balance:
The coilguns are loaded with physicorium ammunition making the ship really overpowered. Physicorum ammo use the same sprite as regular ammo so i guess it's a mistake.
However I think that giving peircing and explosive ammo by default is also too powerfull for a starter submarine.
I would either give 3/4 regular ammo boxes or let the autofil do its work in the ammo shelf to create some randomness.
rundoomer  [author] 14 Nov, 2020 @ 12:08pm 
Ive been thinking about theme of my subs,such as military heavy, but i always ended up just doing different types of the submarine for mostly specific purposes,but just a bit rusty and with worn off feeling to them,previusly that was straight up rust alike color,but i found that instrument detterent for such big theme that i wanted as the start. So ive ended up with the idea that my projects just operating in a different environment that most of the sub region wise. Difficult logistic routes from "central" stations ??regions?? made the sector that ive mentioned before cut off from all the goods and sources of material,thats why submarines that operate in that area are way older and been used by many crews before you buy them.
rundoomer  [author] 14 Nov, 2020 @ 12:07pm 
Aswell as being way deeper than the rest of the regions that which mean two things (at least for me) A) more pressure B) more dangers. With all that amount of pure imagination i started to make subs that are well equiped for battle but with its own nuances ( rusted rotation mechanisms, increased power consumption for reactor due to its being an old version etc), feeling that the sub is in use for many days ??years?? and for sure the same colour patterns (but im sure ill think something new out of this) and overall general relationship that all of the subs were made on one specific station ( possibly made it in the game,will see). Its just my imagination but i think ill roll in that way,because off the submarine types are interesting for me to try out,so i wont bound myself to too specific theme. Just my thoughts on the page of one of my works...
rundoomer  [author] 14 Nov, 2020 @ 11:50am 
thank you, changed waypoints path for this sub and tabrat m2,aswell as removed id requirement on all doors for ai,aswell as made cabinets (at least made them noninteractable with all tags off( which games allowed to remove) for job specific stuff private for them.
FLX 14 Nov, 2020 @ 10:50am 
One last thing concerning this submarine:
The hatch of the medbay requires a specific ID.

This is cool for multiplayer with traitors but will cause problems with AI to repair the fabricator or fix the hull.
The compromise I usually do is to make the toxic cabinet non interactible and hide an invisible secured cabinet behind it to let AI move around wile keeping a safe place for poisons.
FLX 14 Nov, 2020 @ 10:41am 
In terms of visual quality I don't think I can teach you anything, I find what you do far more advanced than what I do.
In my opinion the next sub you should update is the Salut11. Bulky shapes match very well with your rusty style in my opinion.
That would make a series with a small/medium/big sub in this style.
I'll take a look at it.

Then for a newer style it will require to start from a blank page in my opinion and develop something based on a general concept:
- Stealth submarines with sharp angles to bounce sonar waves (Stealth plane style)
- Mining subs (giant driller and mining transport trucks style)
- Military sub with explosive reactive armor, sensors and computers everywhere
...
That's how I work.
rundoomer  [author] 14 Nov, 2020 @ 7:47am 
Did as you told.Made it significantly slower in terms of gaining speed in x and y aswell. Your critique helps me improve my works,thank you. Would be nice if you checked my older subs,due to i struggle to balance them for campaign,aswell as moving away from the rusty theme i prefered before
FLX 14 Nov, 2020 @ 6:05am 
Hey, super cool ambiant as usual.

There is one big problem:
The engine green box sticks our of the hull, the engine is considered in the water and get destroyed after a few seconds.
FLX 14 Nov, 2020 @ 6:05am 
Here are some improvement I would suggest:
Visual:
- The mining machine that you use to represent engine exhaust should be moved one grid unit down to be centered with the tail.
- The nuclear symbol labels next to the reactor are mixed with the texture of the supplies cabinet.
Inserting an empty text label between them with a color [160;145;110] would work well.
FLX 14 Nov, 2020 @ 6:04am 
Gameplay:
- waypoints around the exterior of the sub must be manually moved to avoid phasing through some hull elements to the front and back. (In case AIs become useful ourside of the sub one day!)
- The engine propeller position should be move outside the sub. I suggest X=-375 Y=-22 once you've moved the engine back inside and to realign with the tail as suggested above.
- I would suggest increasing the price to 6000 to keep it a starting sub without giving an advantage compared to the Dugong that do not feature fabricators. This sub is in fact superior to the duggong so its price should go higher but we need more starting subs !