Barotrauma

Barotrauma

Halepa MKIII
63 Comments
Grevell 17 Feb, 2023 @ 7:44am 
will there be an update in the future?
Leonidas 24 Apr, 2021 @ 8:20pm 
Oh no, the haelpa is back to kill us again!
Halepa  [author] 4 Apr, 2021 @ 11:48am 
welcome :)
wybarrett 3 Apr, 2021 @ 3:23pm 
ty Koresh :)
Halepa  [author] 2 Apr, 2021 @ 11:34pm 
updated labels and made deterioration speed a liiiitle bit slower
Halepa  [author] 2 Apr, 2021 @ 10:48pm 
wybarrett shields are connected to the junction box which is connected to shield batteries which supposed to give a steady voltage output without power spikes. you can try to play with power distribution(these buttons up and down in most of the rooms which regulate charge rate) while i am investigating it.
also it seems some labels on the screens in command room were hidden behind structures after recent updates of Barotrauma, they were pretty handy to handle power distribution. will fix it soon.
wybarrett 2 Apr, 2021 @ 12:29pm 
even with max upgrades they break fast Aurora (although it maybe the fact I've upgraded everything else too is what is causing the strain) - its manageable, just saying might be nice if was a little slower
AdorableSparrow 1 Apr, 2021 @ 7:08pm 
u just buy upgrades for the boxs
wybarrett 1 Apr, 2021 @ 11:31am 
It might be nice if you do a mk 4 to make all the electricals a little more resilient to wear. There is a lot of stuff on this ship and even with everything upgraded if you do a long mission pretty much every electrical is due for a repair, and as part of concept is this is a small crew that can be a lot of work for the engineer. I wonder (but pure speculation), given that combat especially seems to bring this on, whether the shield is causing so much strain on the electricals it is making things need repair faster?
Halepa  [author] 1 Apr, 2021 @ 9:59am 
@AdorableAurora i will consider usage of EK things while making Halepa Mk IV, thanks for suggestion!
regarding human detectors, there are few dead zones, they are marked with red lights.
also you can take autoturrets item assemblies here - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2185206376
and connect to EK guns. autoturrets are pretty vanillish so i believe it shuold work(did not check it it though)
AdorableSparrow 1 Apr, 2021 @ 6:39am 
The Shield ive never seen before its sooooo well done its crazy. and deadly. when first useing it i was scared to go out the sub because the guns would track you. i think if you get out of range of the Human detector it will fire on u lol.
AdorableSparrow 1 Apr, 2021 @ 6:37am 
hay um idk if you would like to but uh Could you do an EK Version like Modded EK Armoury EK gunnery EK Dockyard n stuff. im not id have no clue how to swap in a EK minigun. EK set of mods is sooo cool the stuff u can do and even a Diesel engine.
Halepa  [author] 1 Apr, 2021 @ 2:44am 
@AdorableAurora thank you!
AdorableSparrow 31 Mar, 2021 @ 12:05pm 
well i love the sub its a masterpiece
AdorableSparrow 31 Mar, 2021 @ 12:03pm 
oh werid i had looked through them all but didint see any
Halepa  [author] 31 Mar, 2021 @ 7:56am 
@AdorableAurora
you need to press Drop Bomb button in command room, using main nav terminal.
it will drop from left bottom side of the submarine.
AdorableSparrow 31 Mar, 2021 @ 4:54am 
i don't understand Depth charges just sitting here.
AdorableSparrow 31 Mar, 2021 @ 4:48am 
uh where is uh Depth charge launcher?
Halepa  [author] 27 Mar, 2021 @ 11:29am 
@dado
I guess it may be related to the pumps drain in the engine room. There are 3 buttons to drain water from the ballasts(That was made to handle ballast flora - drain water and kill it with fire)
el dado 27 Mar, 2021 @ 10:33am 
Right, so the engines work now, but when I try to descend, the only ballast that responds is the one connected to the shuttle. The ship itself cannot descend.
el dado 27 Mar, 2021 @ 10:16am 
It was n a multiplayer game, and it refused to work even after I manually enabled the pumps and engines. I'll try fiddling with it a few more times, though.
Halepa  [author] 27 Mar, 2021 @ 9:48am 
> The sub refuses to move after a round begins... Any help?
@dado Hmm i have played few days ago and it was fine. Was it in multiplayer or singleplayer game?
maybe somebody turned off engines? there are two buttons in engine room to turn them on and off. all the information is shown on the terminal screen in command room(engines on/off, pumps on/off, batteries status etc).
el dado 26 Mar, 2021 @ 10:48pm 
The sub refuses to move after a round begins... Any help?
Halepa  [author] 18 Mar, 2021 @ 9:30am 
@Kyrozen
yeah, will update it
Kyrozen 18 Mar, 2021 @ 1:56am 
A little too cost efficient for 9999 marks sub. Could raise the price up to 24K IMO.
wybarrett 28 Jan, 2021 @ 7:34am 
Useful to know Daphos - the wiki wording wasnt clear - that said there are still advantages to mixing the 2 ammo types to alternate, given that they can be useful in different situations
Halepa  [author] 21 Jan, 2021 @ 8:35am 
Daphos, sorry, not sure what do you mean. toss me a screenshot please?
I placed some periscopes behind monitors so it looks like character is staring at displays while looking at cameras.
Mewo 17 Jan, 2021 @ 8:55pm 
Also! Just hopped onto the sub and found that there seems to be a problem where the sonar monitor in the command room overlaps into the next room. Not sure if it was intended but Im just letting you know :)
Mewo 17 Jan, 2021 @ 8:40pm 
wybarrett and Joulupukki

What it means on the wiki isn't that it'll combine the effects of the bullets, but that shooting the gun that is loaded with ammo A and ammo B would result in the first bullet being A, then B, then A again. It won't merge the effects of A and B to create bullet AB, but it just takes turn drawing from different ammo boxes.
wybarrett 13 Jan, 2021 @ 11:09am 
Given there are only 2 types of useful ammo to combine, I guess they could be linked in 3 pairs, that way it would only drain 2 not all 6 if similar happened?
Halepa  [author] 13 Jan, 2021 @ 7:46am 
> combo piercing-explosive sounds pretty nice
Was not aware of it, thanks! Please expect an update!

Actually i did it this way because i had one case while testing when some mudraptors were behind wall but motion detectors were still detecting them through the wall and all ammo were drawn while i was doing something in shuttle. So i decided to have dedicated loaders to have only one loader without ammo in such case.
But taking into account that you can turn off autoaiming and this piercing-explosive combo i think it will be better with shared loaders.
wybarrett 12 Jan, 2021 @ 11:44am 
Hi Joulupukki - I noticed in the wiki it states "A Coilgun linked to multiple Loaders will draw a fraction of a bullet from each Ammunition Box and combine the effects of each, for example combining Piercing and Explosive Boxes result in Coilgun bolts that pierce enemies and explode on the way through" and obviously combo piercing-explosive sounds pretty nice - but would linking all the guns to all the loaders break anything, or do you find the dedicated loaders just work better in the long run?
Halepa  [author] 4 Jan, 2021 @ 9:09am 
@wybarrett thanks!!
wybarrett 4 Jan, 2021 @ 7:56am 
Thanks Joulupukki for the Balast Flora Fixes - works well and looks great as always :)
wybarrett 1 Jan, 2021 @ 3:07am 
One solution I thought of might be a switch for each ballast, attached to a mutipliy with a memory set to -200, then pass the output to an adder which adds this to the output of the nav with clamp at +/-100 with that output going to 1 pump. This would mean the switch would force drain that 1 tank while the nav still worked on the others.

Given the ballast flora can override commands to defend itself too am not sure if we also need to be able to decouple the power once the tank is drained, so the connection box may need to be unlocked too, or the power in could go through an adjacent relay which was unlocked or had a toggle switch.
Halepa  [author] 1 Jan, 2021 @ 1:32am 
@wybarrett thank you! I will make an update to deal with it
wybarrett 31 Dec, 2020 @ 12:11pm 
Unfortunately the wiring on the pumps is locked so other than the on off button on them it is not possible to alter them in game (unless I am missing something), and the only way to drain one is to drain them all by setting sub to max ascent, and if you can't drain them then you cant use flame to kill the fungus in the pump.
Halepa  [author] 29 Dec, 2020 @ 12:36am 
@wybarrett just in case there is a flamer in mechanics storage
wybarrett 28 Dec, 2020 @ 11:37am 
Love this sub, just wondering if there is any chance for a "ballast flora" update to make the infection easily manageable when it happens - the wiring was unfortunately beyond me when I went to look in the editor.

I guess in ideal world we need an easy way to pump out each specific tank while the others maintain the depth and then disconnect it's power. Tank B might be better with ceiling access, and maybe some easy accessible fire extinguisher and little storage for flamer/incendiary grenade.
ButterBro 23 Dec, 2020 @ 2:56am 
I highly doubt I turned safety off but yeah. Sounds most likely that it's that first cause.
Halepa  [author] 23 Dec, 2020 @ 12:56am 
> And yeah it certainly works.
Awesome!
@ButterBro there are two small blind zones(marked with red lights, one on top left side and another one on bottom left) which are not covered with human-detecting motion detectors and where safety does not work(turrets shot anything next to these red lights).
or maybe some husk on the base? not sure.
also may be you have accidentally turned safety off?
ButterBro 23 Dec, 2020 @ 12:35am 
And yeah it certainly works. Though it is a little odd how when I go into an outpost now that the ship decides to fire shots on occasion into the outpost. Something I can easily workaround by turning off the autoaim function though it does make me wonder what exactly who or what it's trying to hit.
ButterBro 20 Dec, 2020 @ 11:35pm 
Thanks man. Will be sure to try it if I ever run into a similarly placed outpost.
Halepa  [author] 20 Dec, 2020 @ 9:03am 
@ButterBro i hope i fixed the issue
Halepa  [author] 18 Dec, 2020 @ 11:06pm 
@ButterBro thank you! will try to do something with it
ButterBro 18 Dec, 2020 @ 7:57pm 
Okay so yeah this was what I meant. I'm THAT close to being able to dock and finish the mission but because the sub has a big collision box (that or it's too wide), I have to instead resort to the shuttle in order to actually finish a mission.

https://i.imgur.com/m0aDhqu.jpg
ButterBro 13 Dec, 2020 @ 5:02am 
I forgot to grab one before restarting my campaign but to summarize as best I can, 2-3 times I got a route where the docking hatch of an outpost destination would be placed right next to a level boundary and because the Halepa is a fairly big sub, I would basically be forced to abandon it and take the shuttle because I could not possibly line up the hatches and dock.
Halepa  [author] 12 Dec, 2020 @ 11:38pm 
@ButterBro can you please give a screenshot? not sure what do you mean?
ButterBro 12 Dec, 2020 @ 9:33pm 
You know I gotta say I love the hell out of this submarine but it has a...unique issue with docking if an outpost destination is situated next to an ice wall.
Halepa  [author] 7 Dec, 2020 @ 10:26pm 
> Do you plan on making anymore subs like this one?
@Zyghast not yet, maybe in few months - it just takes a lot of time to make it. So going to support this one for some time, adapt to updates, fix bugs etc