Barotrauma

Barotrauma

Mauser V (Vanilla) [5-11]
15 Comments
tkhanh11 28 Apr, 2021 @ 12:28am 
Where can i find the periscope for the 3 Mauser Scooters on top of the ship?
Aozame 10 Apr, 2021 @ 2:03am 
It looks nice but has a huge blind spot on front and coilguns can rotate 360degrees. I think there might be a problem with back ballast, cus i made a huge hole in it with coilgun and it didnt sink. The small room near medbay doesnt have any way to get rid of water on its own, someone has to manually open hatch to ballast to get the water out. This is a nice ship but it really needs some tweaks and another coilgun in front.
nothing 22 Mar, 2021 @ 12:33am 
nice boat
Leonidas 19 Jan, 2021 @ 6:52pm 
10/10. Would raid enemy sub with scooters again.
Nocktowl 18 Dec, 2020 @ 4:07pm 
I did some tweaking of my own in the sub editor and I believe that the super-capacitor problem can be fixed b adding a dedicated junction box to the weapons bay and giving each weapon it's own dedicated capacitor, or at the very least separating the railgun and discharge units to their own capacitors.
Nocktowl 18 Dec, 2020 @ 4:05pm 
After having used this sub for a while in campaign, I have noted the following issues that compromise the Mauser V's capabilities as a late game deep diver.

1: Major Issue; The two Super-capacitors that charge the weapon systems are simply not enough to keep the weapons online, even with multiple upgrades to power efficiency and charge speed. In most combat situations the weapons tend to run out of power very rapidly, and due to all weapons sharing the capacitors it leaves the sub highly vulnerable to prolonged attack. For a comparison, the Mauser III is able to out-preform the V due to it's sustained fire.
2: UI overlapping. The decon and fabricator both suffer from the storage locker blocking their UI, this has actually cause one of my subs to be destroyed in an unfortunate accident where the disassemble button was blocked after recovering a thermal artifact. (The Mauser III also suffers this issue)
monobi  [author] 11 Dec, 2020 @ 11:43am 
OsirisRaptor 11 Dec, 2020 @ 12:09am 
Can you post the scooter as a separate submarine?
Zastaver 6 Dec, 2020 @ 11:21pm 
the upper right railgun can rotate 360 degrees, i think you forgot to set the rotation limits
monobi  [author] 4 Dec, 2020 @ 8:22am 
Final content update has been pushed improving every room of the ship at least once - any further changes are bug fixes or change requests. Let me know either way!
monobi  [author] 1 Dec, 2020 @ 4:17pm 
To be specific: after 6 seconds of being open it will close the next time no motion is detected. There is a switch and a water detector on each door, as long as the switch is green and there is no water detected it will open when a living human is within a reasonable range. Turning switch red will turn off automatic opening - good for the armory as one example.
Krzeszny 1 Dec, 2020 @ 8:00am 
6 seconds is too long but thanks for the fix.
monobi  [author] 1 Dec, 2020 @ 6:35am 
Reworked logic. Automatic opening will only happen when switch is ON and no water detected. Closing always happens after 6 seconds of no motion.
Krzeszny 1 Dec, 2020 @ 4:46am 
I've seen this sub in action. The doors keep flooding the ship because they're not closing.
monobi  [author] 30 Nov, 2020 @ 6:11pm 
This weekend I've tested this sub with a few of you on the Mauser 24/7 server - thank you all for the experience! Using your trials and errors I've made sweeping changes to layout and included more functionality across the sub. Enjoy!